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/*-------------------------------------------------------------------------
* Vulkan Conformance Tests
* ------------------------
*
* Copyright (c) 2017 Google Inc.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*//*!
* \file
* \brief Graphics pipeline for SPIR-V assembly tests
*//*--------------------------------------------------------------------*/
#include "vktSpvAsmGraphicsShaderTestUtil.hpp"
#include "tcuFloat.hpp"
#include "tcuStringTemplate.hpp"
#include "tcuTextureUtil.hpp"
#include "vkDefs.hpp"
#include "vkMemUtil.hpp"
#include "vkPlatform.hpp"
#include "vkQueryUtil.hpp"
#include "vkRefUtil.hpp"
#include "vkTypeUtil.hpp"
#include "vkImageUtil.hpp"
#include "vkCmdUtil.hpp"
#include "deRandom.hpp"
namespace vkt
{
namespace SpirVAssembly
{
using namespace vk;
using std::map;
using std::string;
using std::vector;
using tcu::Float16;
using tcu::Float32;
using tcu::Float64;
using tcu::IVec3;
using tcu::IVec4;
using tcu::RGBA;
using tcu::TestLog;
using tcu::TestStatus;
using tcu::Vec4;
using de::UniquePtr;
using tcu::StringTemplate;
using tcu::Vec4;
deUint32 IFDataType::getElementNumBytes (void) const
{
if (elementType < NUMBERTYPE_END32)
return 4;
if (elementType < NUMBERTYPE_END16)
return 2;
return 8;
}
VkFormat IFDataType::getVkFormat (void) const
{
if (numElements == 1)
{
switch (elementType)
{
case NUMBERTYPE_FLOAT64: return VK_FORMAT_R64_SFLOAT;
case NUMBERTYPE_FLOAT32: return VK_FORMAT_R32_SFLOAT;
case NUMBERTYPE_INT32: return VK_FORMAT_R32_SINT;
case NUMBERTYPE_UINT32: return VK_FORMAT_R32_UINT;
case NUMBERTYPE_FLOAT16: return VK_FORMAT_R16_SFLOAT;
case NUMBERTYPE_INT16: return VK_FORMAT_R16_SINT;
case NUMBERTYPE_UINT16: return VK_FORMAT_R16_UINT;
default: break;
}
}
else if (numElements == 2)
{
switch (elementType)
{
case NUMBERTYPE_FLOAT64: return VK_FORMAT_R64G64_SFLOAT;
case NUMBERTYPE_FLOAT32: return VK_FORMAT_R32G32_SFLOAT;
case NUMBERTYPE_INT32: return VK_FORMAT_R32G32_SINT;
case NUMBERTYPE_UINT32: return VK_FORMAT_R32G32_UINT;
case NUMBERTYPE_FLOAT16: return VK_FORMAT_R16G16_SFLOAT;
case NUMBERTYPE_INT16: return VK_FORMAT_R16G16_SINT;
case NUMBERTYPE_UINT16: return VK_FORMAT_R16G16_UINT;
default: break;
}
}
else if (numElements == 3)
{
switch (elementType)
{
case NUMBERTYPE_FLOAT64: return VK_FORMAT_R64G64B64_SFLOAT;
case NUMBERTYPE_FLOAT32: return VK_FORMAT_R32G32B32_SFLOAT;
case NUMBERTYPE_INT32: return VK_FORMAT_R32G32B32_SINT;
case NUMBERTYPE_UINT32: return VK_FORMAT_R32G32B32_UINT;
case NUMBERTYPE_FLOAT16: return VK_FORMAT_R16G16B16_SFLOAT;
case NUMBERTYPE_INT16: return VK_FORMAT_R16G16B16_SINT;
case NUMBERTYPE_UINT16: return VK_FORMAT_R16G16B16_UINT;
default: break;
}
}
else if (numElements == 4)
{
switch (elementType)
{
case NUMBERTYPE_FLOAT64: return VK_FORMAT_R64G64B64A64_SFLOAT;
case NUMBERTYPE_FLOAT32: return VK_FORMAT_R32G32B32A32_SFLOAT;
case NUMBERTYPE_INT32: return VK_FORMAT_R32G32B32A32_SINT;
case NUMBERTYPE_UINT32: return VK_FORMAT_R32G32B32A32_UINT;
case NUMBERTYPE_FLOAT16: return VK_FORMAT_R16G16B16A16_SFLOAT;
case NUMBERTYPE_INT16: return VK_FORMAT_R16G16B16A16_SINT;
case NUMBERTYPE_UINT16: return VK_FORMAT_R16G16B16A16_UINT;
default: break;
}
}
DE_ASSERT(false);
return VK_FORMAT_UNDEFINED;
}
tcu::TextureFormat IFDataType::getTextureFormat (void) const
{
tcu::TextureFormat::ChannelType ct = tcu::TextureFormat::CHANNELTYPE_LAST;
tcu::TextureFormat::ChannelOrder co = tcu::TextureFormat::CHANNELORDER_LAST;
switch (elementType)
{
case NUMBERTYPE_FLOAT64: ct = tcu::TextureFormat::FLOAT64; break;
case NUMBERTYPE_FLOAT32: ct = tcu::TextureFormat::FLOAT; break;
case NUMBERTYPE_INT32: ct = tcu::TextureFormat::SIGNED_INT32; break;
case NUMBERTYPE_UINT32: ct = tcu::TextureFormat::UNSIGNED_INT32; break;
case NUMBERTYPE_FLOAT16: ct = tcu::TextureFormat::HALF_FLOAT; break;
case NUMBERTYPE_INT16: ct = tcu::TextureFormat::SIGNED_INT16; break;
case NUMBERTYPE_UINT16: ct = tcu::TextureFormat::UNSIGNED_INT16; break;
default: DE_ASSERT(false);
}
switch (numElements)
{
case 1: co = tcu::TextureFormat::R; break;
case 2: co = tcu::TextureFormat::RG; break;
case 3: co = tcu::TextureFormat::RGB; break;
case 4: co = tcu::TextureFormat::RGBA; break;
default: DE_ASSERT(false);
}
return tcu::TextureFormat(co, ct);
}
string IFDataType::str (void) const
{
string ret;
switch (elementType)
{
case NUMBERTYPE_FLOAT64: ret = "f64"; break;
case NUMBERTYPE_FLOAT32: ret = "f32"; break;
case NUMBERTYPE_INT32: ret = "i32"; break;
case NUMBERTYPE_UINT32: ret = "u32"; break;
case NUMBERTYPE_FLOAT16: ret = "f16"; break;
case NUMBERTYPE_INT16: ret = "i16"; break;
case NUMBERTYPE_UINT16: ret = "u16"; break;
default: DE_ASSERT(false);
}
if (numElements == 1)
return ret;
return string("v") + numberToString(numElements) + ret;
}
VkBufferUsageFlagBits getMatchingBufferUsageFlagBit (VkDescriptorType dType)
{
switch (dType)
{
case VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER: return VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
case VK_DESCRIPTOR_TYPE_STORAGE_BUFFER: return VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
case VK_DESCRIPTOR_TYPE_STORAGE_IMAGE: return VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
case VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE: return VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
case VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER: return VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
default: DE_ASSERT(0 && "not implemented");
}
return (VkBufferUsageFlagBits)0;
}
VkImageUsageFlags getMatchingImageUsageFlags (VkDescriptorType dType)
{
switch (dType)
{
case VK_DESCRIPTOR_TYPE_STORAGE_IMAGE: return VK_IMAGE_USAGE_STORAGE_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT;
case VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE: return VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT;
case VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER: return VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT;
default: DE_FATAL("Not implemented");
}
return (VkImageUsageFlags)0;
}
static void requireFormatUsageSupport (const InstanceInterface& vki, VkPhysicalDevice physicalDevice, VkFormat format, VkImageTiling imageTiling, VkImageUsageFlags requiredUsageFlags)
{
VkFormatProperties properties;
VkFormatFeatureFlags tilingFeatures = 0;
vki.getPhysicalDeviceFormatProperties(physicalDevice, format, &properties);
switch (imageTiling)
{
case VK_IMAGE_TILING_LINEAR:
tilingFeatures = properties.linearTilingFeatures;
break;
case VK_IMAGE_TILING_OPTIMAL:
tilingFeatures = properties.optimalTilingFeatures;
break;
default:
DE_ASSERT(false);
break;
}
if ((requiredUsageFlags & VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT) != 0)
{
if ((tilingFeatures & VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT) == 0)
TCU_THROW(NotSupportedError, "Image format cannot be used as color attachment");
requiredUsageFlags ^= VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
}
if ((requiredUsageFlags & VK_IMAGE_USAGE_TRANSFER_SRC_BIT) != 0)
{
if ((tilingFeatures & VK_FORMAT_FEATURE_TRANSFER_SRC_BIT_KHR) == 0)
TCU_THROW(NotSupportedError, "Image format cannot be used as transfer source");
requiredUsageFlags ^= VK_IMAGE_USAGE_TRANSFER_SRC_BIT;
}
DE_ASSERT(!requiredUsageFlags && "checking other image usage bits not supported yet");
}
InstanceContext::InstanceContext (const RGBA (&inputs)[4],
const RGBA (&outputs)[4],
const map<string, string>& testCodeFragments_,
const StageToSpecConstantMap& specConstants_,
const PushConstants& pushConsants_,
const GraphicsResources& resources_,
const GraphicsInterfaces& interfaces_,
const vector<string>& extensions_,
VulkanFeatures vulkanFeatures_,
VkShaderStageFlags customizedStages_)
: testCodeFragments (testCodeFragments_)
, specConstants (specConstants_)
, hasTessellation (false)
, requiredStages (static_cast<VkShaderStageFlagBits>(0))
, requiredDeviceExtensions (extensions_)
, requestedFeatures (vulkanFeatures_)
, pushConstants (pushConsants_)
, customizedStages (customizedStages_)
, resources (resources_)
, interfaces (interfaces_)
, failResult (QP_TEST_RESULT_FAIL)
, failMessageTemplate ("${reason}")
, renderFullSquare (false)
, splitRenderArea (false)
{
inputColors[0] = inputs[0];
inputColors[1] = inputs[1];
inputColors[2] = inputs[2];
inputColors[3] = inputs[3];
outputColors[0] = outputs[0];
outputColors[1] = outputs[1];
outputColors[2] = outputs[2];
outputColors[3] = outputs[3];
}
InstanceContext::InstanceContext (const InstanceContext& other)
: moduleMap (other.moduleMap)
, testCodeFragments (other.testCodeFragments)
, specConstants (other.specConstants)
, hasTessellation (other.hasTessellation)
, requiredStages (other.requiredStages)
, requiredDeviceExtensions (other.requiredDeviceExtensions)
, requestedFeatures (other.requestedFeatures)
, pushConstants (other.pushConstants)
, customizedStages (other.customizedStages)
, resources (other.resources)
, interfaces (other.interfaces)
, failResult (other.failResult)
, failMessageTemplate (other.failMessageTemplate)
, renderFullSquare (other.renderFullSquare)
, splitRenderArea (other.splitRenderArea)
{
inputColors[0] = other.inputColors[0];
inputColors[1] = other.inputColors[1];
inputColors[2] = other.inputColors[2];
inputColors[3] = other.inputColors[3];
outputColors[0] = other.outputColors[0];
outputColors[1] = other.outputColors[1];
outputColors[2] = other.outputColors[2];
outputColors[3] = other.outputColors[3];
}
string InstanceContext::getSpecializedFailMessage (const string& failureReason)
{
map<string, string> parameters;
parameters["reason"] = failureReason;
return StringTemplate(failMessageTemplate).specialize(parameters);
}
InstanceContext createInstanceContext (const std::vector<ShaderElement>& elements,
const tcu::RGBA (&inputColors)[4],
const tcu::RGBA (&outputColors)[4],
const std::map<std::string, std::string>& testCodeFragments,
const StageToSpecConstantMap& specConstants,
const PushConstants& pushConstants,
const GraphicsResources& resources,
const GraphicsInterfaces& interfaces,
const std::vector<std::string>& extensions,
VulkanFeatures vulkanFeatures,
VkShaderStageFlags customizedStages,
const qpTestResult failResult,
const std::string& failMessageTemplate)
{
InstanceContext ctx (inputColors, outputColors, testCodeFragments, specConstants, pushConstants, resources, interfaces, extensions, vulkanFeatures, customizedStages);
for (size_t i = 0; i < elements.size(); ++i)
{
ctx.moduleMap[elements[i].moduleName].push_back(std::make_pair(elements[i].entryName, elements[i].stage));
ctx.requiredStages = static_cast<VkShaderStageFlagBits>(ctx.requiredStages | elements[i].stage);
}
ctx.failResult = failResult;
if (!failMessageTemplate.empty())
ctx.failMessageTemplate = failMessageTemplate;
return ctx;
}
InstanceContext createInstanceContext (const std::vector<ShaderElement>& elements,
tcu::RGBA (&inputColors)[4],
const tcu::RGBA (&outputColors)[4],
const std::map<std::string, std::string>& testCodeFragments)
{
return createInstanceContext(elements, inputColors, outputColors, testCodeFragments,
StageToSpecConstantMap(), PushConstants(), GraphicsResources(),
GraphicsInterfaces(), std::vector<std::string>(),
VulkanFeatures(), vk::VK_SHADER_STAGE_ALL);
}
InstanceContext createInstanceContext (const std::vector<ShaderElement>& elements,
const std::map<std::string, std::string>& testCodeFragments)
{
tcu::RGBA defaultColors[4];
getDefaultColors(defaultColors);
return createInstanceContext(elements, defaultColors, defaultColors, testCodeFragments);
}
UnusedVariableContext createUnusedVariableContext(const ShaderTaskArray& shaderTasks, const VariableLocation& location)
{
for (size_t i = 0; i < DE_LENGTH_OF_ARRAY(shaderTasks); ++i)
{
DE_ASSERT(shaderTasks[i] >= 0 && shaderTasks[i] < SHADER_TASK_LAST);
}
std::vector<ShaderElement> elements;
DE_ASSERT(shaderTasks[SHADER_TASK_INDEX_VERTEX] != SHADER_TASK_NONE);
DE_ASSERT(shaderTasks[SHADER_TASK_INDEX_FRAGMENT] != SHADER_TASK_NONE);
elements.push_back(ShaderElement("vert", "main", vk::VK_SHADER_STAGE_VERTEX_BIT));
elements.push_back(ShaderElement("frag", "main", vk::VK_SHADER_STAGE_FRAGMENT_BIT));
if (shaderTasks[SHADER_TASK_INDEX_GEOMETRY] != SHADER_TASK_NONE)
elements.push_back(ShaderElement("geom", "main", vk::VK_SHADER_STAGE_GEOMETRY_BIT));
if (shaderTasks[SHADER_TASK_INDEX_TESS_CONTROL] != SHADER_TASK_NONE)
elements.push_back(ShaderElement("tessc", "main", vk::VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT));
if (shaderTasks[SHADER_TASK_INDEX_TESS_EVAL] != SHADER_TASK_NONE)
elements.push_back(ShaderElement("tesse", "main", vk::VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT));
return UnusedVariableContext(
createInstanceContext(elements, map<string, string>()),
shaderTasks,
location);
}
ShaderElement::ShaderElement (const string& moduleName_,
const string& entryPoint_,
VkShaderStageFlagBits shaderStage_)
: moduleName(moduleName_)
, entryName(entryPoint_)
, stage(shaderStage_)
{
}
void getDefaultColors (RGBA (&colors)[4])
{
colors[0] = RGBA::white();
colors[1] = RGBA::red();
colors[2] = RGBA::green();
colors[3] = RGBA::blue();
}
void getHalfColorsFullAlpha (RGBA (&colors)[4])
{
colors[0] = RGBA(127, 127, 127, 255);
colors[1] = RGBA(127, 0, 0, 255);
colors[2] = RGBA(0, 127, 0, 255);
colors[3] = RGBA(0, 0, 127, 255);
}
void getInvertedDefaultColors (RGBA (&colors)[4])
{
colors[0] = RGBA(0, 0, 0, 255);
colors[1] = RGBA(0, 255, 255, 255);
colors[2] = RGBA(255, 0, 255, 255);
colors[3] = RGBA(255, 255, 0, 255);
}
// For the current InstanceContext, constructs the required modules and shader stage create infos.
void createPipelineShaderStages (const DeviceInterface& vk,
const VkDevice vkDevice,
InstanceContext& instance,
Context& context,
vector<ModuleHandleSp>& modules,
vector<VkPipelineShaderStageCreateInfo>& createInfos)
{
for (ModuleMap::const_iterator moduleNdx = instance.moduleMap.begin(); moduleNdx != instance.moduleMap.end(); ++moduleNdx)
{
const ModuleHandleSp mod(new Unique<VkShaderModule>(createShaderModule(vk, vkDevice, context.getBinaryCollection().get(moduleNdx->first), 0)));
modules.push_back(ModuleHandleSp(mod));
for (vector<EntryToStage>::const_iterator shaderNdx = moduleNdx->second.begin(); shaderNdx != moduleNdx->second.end(); ++shaderNdx)
{
const EntryToStage& stage = *shaderNdx;
const VkPipelineShaderStageCreateInfo shaderParam =
{
VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO, // VkStructureType sType;
DE_NULL, // const void* pNext;
(VkPipelineShaderStageCreateFlags)0,
stage.second, // VkShaderStageFlagBits stage;
**modules.back(), // VkShaderModule module;
stage.first.c_str(), // const char* pName;
(const VkSpecializationInfo*)DE_NULL,
};
createInfos.push_back(shaderParam);
}
}
}
// Creates vertex-shader assembly by specializing a boilerplate StringTemplate
// on fragments, which must (at least) map "testfun" to an OpFunction definition
// for %test_code that takes and returns a %v4f32. Boilerplate IDs are prefixed
// with "BP_" to avoid collisions with fragments.
//
// It corresponds roughly to this GLSL:
//;
// layout(location = 0) in vec4 position;
// layout(location = 1) in vec4 color;
// layout(location = 1) out highp vec4 vtxColor;
// void main (void) { gl_Position = position; vtxColor = test_func(color); }
string makeVertexShaderAssembly (const map<string, string>& fragments)
{
static const char vertexShaderBoilerplate[] =
"OpCapability Shader\n"
"${capability:opt}\n"
"${extension:opt}\n"
"OpMemoryModel Logical GLSL450\n"
"OpEntryPoint Vertex %BP_main \"main\" %BP_stream %BP_position %BP_vtx_color %BP_color %BP_gl_VertexIndex %BP_gl_InstanceIndex ${IF_entrypoint:opt} \n"
"${execution_mode:opt}\n"
"${debug:opt}\n"
"${moduleprocessed:opt}\n"
"OpMemberDecorate %BP_gl_PerVertex 0 BuiltIn Position\n"
"OpMemberDecorate %BP_gl_PerVertex 1 BuiltIn PointSize\n"
"OpMemberDecorate %BP_gl_PerVertex 2 BuiltIn ClipDistance\n"
"OpMemberDecorate %BP_gl_PerVertex 3 BuiltIn CullDistance\n"
"OpDecorate %BP_gl_PerVertex Block\n"
"OpDecorate %BP_position Location 0\n"
"OpDecorate %BP_vtx_color Location 1\n"
"OpDecorate %BP_color Location 1\n"
"OpDecorate %BP_gl_VertexIndex BuiltIn VertexIndex\n"
"OpDecorate %BP_gl_InstanceIndex BuiltIn InstanceIndex\n"
"${IF_decoration:opt}\n"
"${decoration:opt}\n"
SPIRV_ASSEMBLY_TYPES
SPIRV_ASSEMBLY_CONSTANTS
SPIRV_ASSEMBLY_ARRAYS
"%BP_gl_PerVertex = OpTypeStruct %v4f32 %f32 %a1f32 %a1f32\n"
"%BP_op_gl_PerVertex = OpTypePointer Output %BP_gl_PerVertex\n"
"%BP_stream = OpVariable %BP_op_gl_PerVertex Output\n"
"%BP_position = OpVariable %ip_v4f32 Input\n"
"%BP_vtx_color = OpVariable %op_v4f32 Output\n"
"%BP_color = OpVariable %ip_v4f32 Input\n"
"%BP_gl_VertexIndex = OpVariable %ip_i32 Input\n"
"%BP_gl_InstanceIndex = OpVariable %ip_i32 Input\n"
"${pre_main:opt}\n"
"${IF_variable:opt}\n"
"%BP_main = OpFunction %void None %voidf\n"
"%BP_label = OpLabel\n"
"${IF_carryforward:opt}\n"
"${post_interface_op_vert:opt}\n"
"%BP_pos = OpLoad %v4f32 %BP_position\n"
"%BP_gl_pos = OpAccessChain %op_v4f32 %BP_stream %c_i32_0\n"
"OpStore %BP_gl_pos %BP_pos\n"
"%BP_col = OpLoad %v4f32 %BP_color\n"
"%BP_col_transformed = OpFunctionCall %v4f32 %test_code %BP_col\n"
"OpStore %BP_vtx_color %BP_col_transformed\n"
"OpReturn\n"
"OpFunctionEnd\n"
"${interface_op_func:opt}\n"
"%isUniqueIdZero = OpFunction %bool None %bool_function\n"
"%getId_label = OpLabel\n"
"%vert_id = OpLoad %i32 %BP_gl_VertexIndex\n"
"%is_id_0 = OpIEqual %bool %vert_id %c_i32_0\n"
"OpReturnValue %is_id_0\n"
"OpFunctionEnd\n"
"${testfun}\n";
return tcu::StringTemplate(vertexShaderBoilerplate).specialize(fragments);
}
// Creates tess-control-shader assembly by specializing a boilerplate
// StringTemplate on fragments, which must (at least) map "testfun" to an
// OpFunction definition for %test_code that takes and returns a %v4f32.
// Boilerplate IDs are prefixed with "BP_" to avoid collisions with fragments.
//
// It roughly corresponds to the following GLSL.
//
// #version 450
// layout(vertices = 3) out;
// layout(location = 1) in vec4 in_color[];
// layout(location = 1) out vec4 out_color[];
//
// void main() {
// out_color[gl_InvocationID] = testfun(in_color[gl_InvocationID]);
// gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
// if (gl_InvocationID == 0) {
// gl_TessLevelOuter[0] = 1.0;
// gl_TessLevelOuter[1] = 1.0;
// gl_TessLevelOuter[2] = 1.0;
// gl_TessLevelInner[0] = 1.0;
// }
// }
string makeTessControlShaderAssembly (const map<string, string>& fragments)
{
static const char tessControlShaderBoilerplate[] =
"OpCapability Tessellation\n"
"${capability:opt}\n"
"${extension:opt}\n"
"OpMemoryModel Logical GLSL450\n"
"OpEntryPoint TessellationControl %BP_main \"main\" %BP_out_color %BP_gl_InvocationID %BP_gl_PrimitiveID %BP_in_color %BP_gl_out %BP_gl_in %BP_gl_TessLevelOuter %BP_gl_TessLevelInner ${IF_entrypoint:opt} \n"
"OpExecutionMode %BP_main OutputVertices 3\n"
"${execution_mode:opt}\n"
"${debug:opt}\n"
"${moduleprocessed:opt}\n"
"OpDecorate %BP_out_color Location 1\n"
"OpDecorate %BP_gl_InvocationID BuiltIn InvocationId\n"
"OpDecorate %BP_gl_PrimitiveID BuiltIn PrimitiveId\n"
"OpDecorate %BP_in_color Location 1\n"
"OpMemberDecorate %BP_gl_PerVertex 0 BuiltIn Position\n"
"OpMemberDecorate %BP_gl_PerVertex 1 BuiltIn PointSize\n"
"OpMemberDecorate %BP_gl_PerVertex 2 BuiltIn ClipDistance\n"
"OpMemberDecorate %BP_gl_PerVertex 3 BuiltIn CullDistance\n"
"OpDecorate %BP_gl_PerVertex Block\n"
"OpMemberDecorate %BP_gl_PVOut 0 BuiltIn Position\n"
"OpMemberDecorate %BP_gl_PVOut 1 BuiltIn PointSize\n"
"OpMemberDecorate %BP_gl_PVOut 2 BuiltIn ClipDistance\n"
"OpMemberDecorate %BP_gl_PVOut 3 BuiltIn CullDistance\n"
"OpDecorate %BP_gl_PVOut Block\n"
"OpDecorate %BP_gl_TessLevelOuter Patch\n"
"OpDecorate %BP_gl_TessLevelOuter BuiltIn TessLevelOuter\n"
"OpDecorate %BP_gl_TessLevelInner Patch\n"
"OpDecorate %BP_gl_TessLevelInner BuiltIn TessLevelInner\n"
"${IF_decoration:opt}\n"
"${decoration:opt}\n"
"${decoration_tessc:opt}\n"
SPIRV_ASSEMBLY_TYPES
SPIRV_ASSEMBLY_CONSTANTS
SPIRV_ASSEMBLY_ARRAYS
"%BP_out_color = OpVariable %op_a3v4f32 Output\n"
"%BP_gl_InvocationID = OpVariable %ip_i32 Input\n"
"%BP_gl_PrimitiveID = OpVariable %ip_i32 Input\n"
"%BP_in_color = OpVariable %ip_a32v4f32 Input\n"
"%BP_gl_PerVertex = OpTypeStruct %v4f32 %f32 %a1f32 %a1f32\n"
"%BP_a3_gl_PerVertex = OpTypeArray %BP_gl_PerVertex %c_u32_3\n"
"%BP_op_a3_gl_PerVertex = OpTypePointer Output %BP_a3_gl_PerVertex\n"
"%BP_gl_out = OpVariable %BP_op_a3_gl_PerVertex Output\n"
"%BP_gl_PVOut = OpTypeStruct %v4f32 %f32 %a1f32 %a1f32\n"
"%BP_a32_gl_PVOut = OpTypeArray %BP_gl_PVOut %c_u32_32\n"
"%BP_ip_a32_gl_PVOut = OpTypePointer Input %BP_a32_gl_PVOut\n"
"%BP_gl_in = OpVariable %BP_ip_a32_gl_PVOut Input\n"
"%BP_gl_TessLevelOuter = OpVariable %op_a4f32 Output\n"
"%BP_gl_TessLevelInner = OpVariable %op_a2f32 Output\n"
"${pre_main:opt}\n"
"${IF_variable:opt}\n"
"%BP_main = OpFunction %void None %voidf\n"
"%BP_label = OpLabel\n"
"%BP_gl_Invoc = OpLoad %i32 %BP_gl_InvocationID\n"
"${IF_carryforward:opt}\n"
"${post_interface_op_tessc:opt}\n"
"%BP_in_col_loc = OpAccessChain %ip_v4f32 %BP_in_color %BP_gl_Invoc\n"
"%BP_out_col_loc = OpAccessChain %op_v4f32 %BP_out_color %BP_gl_Invoc\n"
"%BP_in_col_val = OpLoad %v4f32 %BP_in_col_loc\n"
"%BP_clr_transformed = OpFunctionCall %v4f32 %test_code %BP_in_col_val\n"
"OpStore %BP_out_col_loc %BP_clr_transformed\n"
"%BP_in_pos_loc = OpAccessChain %ip_v4f32 %BP_gl_in %BP_gl_Invoc %c_i32_0\n"
"%BP_out_pos_loc = OpAccessChain %op_v4f32 %BP_gl_out %BP_gl_Invoc %c_i32_0\n"
"%BP_in_pos_val = OpLoad %v4f32 %BP_in_pos_loc\n"
"OpStore %BP_out_pos_loc %BP_in_pos_val\n"
"%BP_cmp = OpIEqual %bool %BP_gl_Invoc %c_i32_0\n"
"OpSelectionMerge %BP_merge_label None\n"
"OpBranchConditional %BP_cmp %BP_if_label %BP_merge_label\n"
"%BP_if_label = OpLabel\n"
"%BP_gl_TessLevelOuterPos_0 = OpAccessChain %op_f32 %BP_gl_TessLevelOuter %c_i32_0\n"
"%BP_gl_TessLevelOuterPos_1 = OpAccessChain %op_f32 %BP_gl_TessLevelOuter %c_i32_1\n"
"%BP_gl_TessLevelOuterPos_2 = OpAccessChain %op_f32 %BP_gl_TessLevelOuter %c_i32_2\n"
"%BP_gl_TessLevelInnerPos_0 = OpAccessChain %op_f32 %BP_gl_TessLevelInner %c_i32_0\n"
"OpStore %BP_gl_TessLevelOuterPos_0 %c_f32_1\n"
"OpStore %BP_gl_TessLevelOuterPos_1 %c_f32_1\n"
"OpStore %BP_gl_TessLevelOuterPos_2 %c_f32_1\n"
"OpStore %BP_gl_TessLevelInnerPos_0 %c_f32_1\n"
"OpBranch %BP_merge_label\n"
"%BP_merge_label = OpLabel\n"
"OpReturn\n"
"OpFunctionEnd\n"
"${interface_op_func:opt}\n"
"%isUniqueIdZero = OpFunction %bool None %bool_function\n"
"%getId_label = OpLabel\n"
"%invocation_id = OpLoad %i32 %BP_gl_InvocationID\n"
"%primitive_id = OpLoad %i32 %BP_gl_PrimitiveID\n"
"%is_invocation_0 = OpIEqual %bool %invocation_id %c_i32_0\n"
"%is_primitive_0 = OpIEqual %bool %primitive_id %c_i32_0\n"
"%is_id_0 = OpLogicalAnd %bool %is_invocation_0 %is_primitive_0\n"
"OpReturnValue %is_id_0\n"
"OpFunctionEnd\n"
"${testfun}\n";
return tcu::StringTemplate(tessControlShaderBoilerplate).specialize(fragments);
}
// Creates tess-evaluation-shader assembly by specializing a boilerplate
// StringTemplate on fragments, which must (at least) map "testfun" to an
// OpFunction definition for %test_code that takes and returns a %v4f32.
// Boilerplate IDs are prefixed with "BP_" to avoid collisions with fragments.
//
// It roughly corresponds to the following glsl.
//
// #version 450
//
// layout(triangles, equal_spacing, ccw) in;
// layout(location = 1) in vec4 in_color[];
// layout(location = 1) out vec4 out_color;
//
// #define interpolate(val)
// vec4(gl_TessCoord.x) * val[0] + vec4(gl_TessCoord.y) * val[1] +
// vec4(gl_TessCoord.z) * val[2]
//
// void main() {
// gl_Position = vec4(gl_TessCoord.x) * gl_in[0].gl_Position +
// vec4(gl_TessCoord.y) * gl_in[1].gl_Position +
// vec4(gl_TessCoord.z) * gl_in[2].gl_Position;
// out_color = testfun(interpolate(in_color));
// }
string makeTessEvalShaderAssembly (const map<string, string>& fragments)
{
static const char tessEvalBoilerplate[] =
"OpCapability Tessellation\n"
"${capability:opt}\n"
"${extension:opt}\n"
"OpMemoryModel Logical GLSL450\n"
"OpEntryPoint TessellationEvaluation %BP_main \"main\" %BP_stream %BP_gl_TessCoord %BP_gl_PrimitiveID %BP_gl_in %BP_out_color %BP_in_color ${IF_entrypoint:opt} \n"
"OpExecutionMode %BP_main Triangles\n"
"OpExecutionMode %BP_main SpacingEqual\n"
"OpExecutionMode %BP_main VertexOrderCcw\n"
"${execution_mode:opt}\n"
"${debug:opt}\n"
"${moduleprocessed:opt}\n"
"OpMemberDecorate %BP_gl_PerVertexOut 0 BuiltIn Position\n"
"OpMemberDecorate %BP_gl_PerVertexOut 1 BuiltIn PointSize\n"
"OpMemberDecorate %BP_gl_PerVertexOut 2 BuiltIn ClipDistance\n"
"OpMemberDecorate %BP_gl_PerVertexOut 3 BuiltIn CullDistance\n"
"OpDecorate %BP_gl_PerVertexOut Block\n"
"OpDecorate %BP_gl_PrimitiveID BuiltIn PrimitiveId\n"
"OpDecorate %BP_gl_TessCoord BuiltIn TessCoord\n"
"OpMemberDecorate %BP_gl_PerVertexIn 0 BuiltIn Position\n"
"OpMemberDecorate %BP_gl_PerVertexIn 1 BuiltIn PointSize\n"
"OpMemberDecorate %BP_gl_PerVertexIn 2 BuiltIn ClipDistance\n"
"OpMemberDecorate %BP_gl_PerVertexIn 3 BuiltIn CullDistance\n"
"OpDecorate %BP_gl_PerVertexIn Block\n"
"OpDecorate %BP_out_color Location 1\n"
"OpDecorate %BP_in_color Location 1\n"
"${IF_decoration:opt}\n"
"${decoration:opt}\n"
SPIRV_ASSEMBLY_TYPES
SPIRV_ASSEMBLY_CONSTANTS
SPIRV_ASSEMBLY_ARRAYS
"%BP_gl_PerVertexOut = OpTypeStruct %v4f32 %f32 %a1f32 %a1f32\n"
"%BP_op_gl_PerVertexOut = OpTypePointer Output %BP_gl_PerVertexOut\n"
"%BP_stream = OpVariable %BP_op_gl_PerVertexOut Output\n"
"%BP_gl_TessCoord = OpVariable %ip_v3f32 Input\n"
"%BP_gl_PrimitiveID = OpVariable %ip_i32 Input\n"
"%BP_gl_PerVertexIn = OpTypeStruct %v4f32 %f32 %a1f32 %a1f32\n"
"%BP_a32_gl_PerVertexIn = OpTypeArray %BP_gl_PerVertexIn %c_u32_32\n"
"%BP_ip_a32_gl_PerVertexIn = OpTypePointer Input %BP_a32_gl_PerVertexIn\n"
"%BP_gl_in = OpVariable %BP_ip_a32_gl_PerVertexIn Input\n"
"%BP_out_color = OpVariable %op_v4f32 Output\n"
"%BP_in_color = OpVariable %ip_a32v4f32 Input\n"
"${pre_main:opt}\n"
"${IF_variable:opt}\n"
"%BP_main = OpFunction %void None %voidf\n"
"%BP_label = OpLabel\n"
"${IF_carryforward:opt}\n"
"${post_interface_op_tesse:opt}\n"
"%BP_gl_TC_0 = OpAccessChain %ip_f32 %BP_gl_TessCoord %c_u32_0\n"
"%BP_gl_TC_1 = OpAccessChain %ip_f32 %BP_gl_TessCoord %c_u32_1\n"
"%BP_gl_TC_2 = OpAccessChain %ip_f32 %BP_gl_TessCoord %c_u32_2\n"
"%BP_gl_in_gl_Pos_0 = OpAccessChain %ip_v4f32 %BP_gl_in %c_i32_0 %c_i32_0\n"
"%BP_gl_in_gl_Pos_1 = OpAccessChain %ip_v4f32 %BP_gl_in %c_i32_1 %c_i32_0\n"
"%BP_gl_in_gl_Pos_2 = OpAccessChain %ip_v4f32 %BP_gl_in %c_i32_2 %c_i32_0\n"
"%BP_gl_OPos = OpAccessChain %op_v4f32 %BP_stream %c_i32_0\n"
"%BP_in_color_0 = OpAccessChain %ip_v4f32 %BP_in_color %c_i32_0\n"
"%BP_in_color_1 = OpAccessChain %ip_v4f32 %BP_in_color %c_i32_1\n"
"%BP_in_color_2 = OpAccessChain %ip_v4f32 %BP_in_color %c_i32_2\n"
"%BP_TC_W_0 = OpLoad %f32 %BP_gl_TC_0\n"
"%BP_TC_W_1 = OpLoad %f32 %BP_gl_TC_1\n"
"%BP_TC_W_2 = OpLoad %f32 %BP_gl_TC_2\n"
"%BP_v4f32_TC_0 = OpCompositeConstruct %v4f32 %BP_TC_W_0 %BP_TC_W_0 %BP_TC_W_0 %BP_TC_W_0\n"
"%BP_v4f32_TC_1 = OpCompositeConstruct %v4f32 %BP_TC_W_1 %BP_TC_W_1 %BP_TC_W_1 %BP_TC_W_1\n"
"%BP_v4f32_TC_2 = OpCompositeConstruct %v4f32 %BP_TC_W_2 %BP_TC_W_2 %BP_TC_W_2 %BP_TC_W_2\n"
"%BP_gl_IP_0 = OpLoad %v4f32 %BP_gl_in_gl_Pos_0\n"
"%BP_gl_IP_1 = OpLoad %v4f32 %BP_gl_in_gl_Pos_1\n"
"%BP_gl_IP_2 = OpLoad %v4f32 %BP_gl_in_gl_Pos_2\n"
"%BP_IP_W_0 = OpFMul %v4f32 %BP_v4f32_TC_0 %BP_gl_IP_0\n"
"%BP_IP_W_1 = OpFMul %v4f32 %BP_v4f32_TC_1 %BP_gl_IP_1\n"
"%BP_IP_W_2 = OpFMul %v4f32 %BP_v4f32_TC_2 %BP_gl_IP_2\n"
"%BP_pos_sum_0 = OpFAdd %v4f32 %BP_IP_W_0 %BP_IP_W_1\n"
"%BP_pos_sum_1 = OpFAdd %v4f32 %BP_pos_sum_0 %BP_IP_W_2\n"
"OpStore %BP_gl_OPos %BP_pos_sum_1\n"
"%BP_IC_0 = OpLoad %v4f32 %BP_in_color_0\n"
"%BP_IC_1 = OpLoad %v4f32 %BP_in_color_1\n"
"%BP_IC_2 = OpLoad %v4f32 %BP_in_color_2\n"
"%BP_IC_W_0 = OpFMul %v4f32 %BP_v4f32_TC_0 %BP_IC_0\n"
"%BP_IC_W_1 = OpFMul %v4f32 %BP_v4f32_TC_1 %BP_IC_1\n"
"%BP_IC_W_2 = OpFMul %v4f32 %BP_v4f32_TC_2 %BP_IC_2\n"
"%BP_col_sum_0 = OpFAdd %v4f32 %BP_IC_W_0 %BP_IC_W_1\n"
"%BP_col_sum_1 = OpFAdd %v4f32 %BP_col_sum_0 %BP_IC_W_2\n"
"%BP_clr_transformed = OpFunctionCall %v4f32 %test_code %BP_col_sum_1\n"
"OpStore %BP_out_color %BP_clr_transformed\n"
"OpReturn\n"
"OpFunctionEnd\n"
"${interface_op_func:opt}\n"
"%isUniqueIdZero = OpFunction %bool None %bool_function\n"
"%getId_label = OpLabel\n"
"%primitive_id = OpLoad %i32 %BP_gl_PrimitiveID\n"
"%is_primitive_0 = OpIEqual %bool %primitive_id %c_i32_0\n"
"%TC_0_loc = OpAccessChain %ip_f32 %BP_gl_TessCoord %c_u32_0\n"
"%TC_1_loc = OpAccessChain %ip_f32 %BP_gl_TessCoord %c_u32_1\n"
"%TC_2_loc = OpAccessChain %ip_f32 %BP_gl_TessCoord %c_u32_2\n"
"%TC_W_0 = OpLoad %f32 %TC_0_loc\n"
"%TC_W_1 = OpLoad %f32 %TC_1_loc\n"
"%TC_W_2 = OpLoad %f32 %TC_2_loc\n"
"%is_W_0_1 = OpFOrdEqual %bool %TC_W_0 %c_f32_1\n"
"%is_W_1_0 = OpFOrdEqual %bool %TC_W_1 %c_f32_0\n"
"%is_W_2_0 = OpFOrdEqual %bool %TC_W_2 %c_f32_0\n"
"%is_tessCoord_1_0 = OpLogicalAnd %bool %is_W_0_1 %is_W_1_0\n"
"%is_tessCoord_1_0_0 = OpLogicalAnd %bool %is_tessCoord_1_0 %is_W_2_0\n"
"%is_unique_id_0 = OpLogicalAnd %bool %is_tessCoord_1_0_0 %is_primitive_0\n"
"OpReturnValue %is_unique_id_0\n"
"OpFunctionEnd\n"
"${testfun}\n";
return tcu::StringTemplate(tessEvalBoilerplate).specialize(fragments);
}
// Creates geometry-shader assembly by specializing a boilerplate StringTemplate
// on fragments, which must (at least) map "testfun" to an OpFunction definition
// for %test_code that takes and returns a %v4f32. Boilerplate IDs are prefixed
// with "BP_" to avoid collisions with fragments.
//
// Derived from this GLSL:
//
// #version 450
// layout(triangles) in;
// layout(triangle_strip, max_vertices = 3) out;
//
// layout(location = 1) in vec4 in_color[];
// layout(location = 1) out vec4 out_color;
//
// void main() {
// gl_Position = gl_in[0].gl_Position;
// out_color = test_fun(in_color[0]);
// EmitVertex();
// gl_Position = gl_in[1].gl_Position;
// out_color = test_fun(in_color[1]);
// EmitVertex();
// gl_Position = gl_in[2].gl_Position;
// out_color = test_fun(in_color[2]);
// EmitVertex();
// EndPrimitive();
// }
string makeGeometryShaderAssembly (const map<string, string>& fragments)
{
static const char geometryShaderBoilerplate[] =
"OpCapability Geometry\n"
"${capability:opt}\n"
"${extension:opt}\n"
"OpMemoryModel Logical GLSL450\n"
"OpEntryPoint Geometry %BP_main \"main\" %BP_out_gl_position %BP_gl_PrimitiveID %BP_gl_in %BP_out_color %BP_in_color ${IF_entrypoint:opt} ${GL_entrypoint:opt} \n"
"OpExecutionMode %BP_main Triangles\n"
"OpExecutionMode %BP_main Invocations 1\n"
"OpExecutionMode %BP_main OutputTriangleStrip\n"
"OpExecutionMode %BP_main OutputVertices 3\n"
"${execution_mode:opt}\n"
"${debug:opt}\n"
"${moduleprocessed:opt}\n"
"OpDecorate %BP_gl_PrimitiveID BuiltIn PrimitiveId\n"
"OpDecorate %BP_out_gl_position BuiltIn Position\n"
"OpMemberDecorate %BP_per_vertex_in 0 BuiltIn Position\n"
"OpMemberDecorate %BP_per_vertex_in 1 BuiltIn PointSize\n"
"OpMemberDecorate %BP_per_vertex_in 2 BuiltIn ClipDistance\n"
"OpMemberDecorate %BP_per_vertex_in 3 BuiltIn CullDistance\n"
"OpDecorate %BP_per_vertex_in Block\n"
"OpDecorate %BP_out_color Location 1\n"
"OpDecorate %BP_in_color Location 1\n"
"${IF_decoration:opt}\n"
"${decoration:opt}\n"
SPIRV_ASSEMBLY_TYPES
SPIRV_ASSEMBLY_CONSTANTS
SPIRV_ASSEMBLY_ARRAYS
"%BP_per_vertex_in = OpTypeStruct %v4f32 %f32 %a1f32 %a1f32\n"
"%BP_a3_per_vertex_in = OpTypeArray %BP_per_vertex_in %c_u32_3\n"
"%BP_ip_a3_per_vertex_in = OpTypePointer Input %BP_a3_per_vertex_in\n"
"%BP_pp_i32 = OpTypePointer Private %i32\n"
"%BP_pp_v4i32 = OpTypePointer Private %v4i32\n"
"%BP_gl_in = OpVariable %BP_ip_a3_per_vertex_in Input\n"
"%BP_out_color = OpVariable %op_v4f32 Output\n"
"%BP_in_color = OpVariable %ip_a3v4f32 Input\n"
"%BP_gl_PrimitiveID = OpVariable %ip_i32 Input\n"
"%BP_out_gl_position = OpVariable %op_v4f32 Output\n"
"%BP_vertexIdInCurrentPatch = OpVariable %BP_pp_v4i32 Private\n"
"${pre_main:opt}\n"
"${IF_variable:opt}\n"
"%BP_main = OpFunction %void None %voidf\n"
"%BP_label = OpLabel\n"
"${IF_carryforward:opt}\n"
"${post_interface_op_geom:opt}\n"
"%BP_primitiveId = OpLoad %i32 %BP_gl_PrimitiveID\n"
"%BP_addr_vertexIdInCurrentPatch = OpAccessChain %BP_pp_i32 %BP_vertexIdInCurrentPatch %BP_primitiveId\n"
"%BP_gl_in_0_gl_position = OpAccessChain %ip_v4f32 %BP_gl_in %c_i32_0 %c_i32_0\n"
"%BP_gl_in_1_gl_position = OpAccessChain %ip_v4f32 %BP_gl_in %c_i32_1 %c_i32_0\n"
"%BP_gl_in_2_gl_position = OpAccessChain %ip_v4f32 %BP_gl_in %c_i32_2 %c_i32_0\n"
"%BP_in_position_0 = OpLoad %v4f32 %BP_gl_in_0_gl_position\n"
"%BP_in_position_1 = OpLoad %v4f32 %BP_gl_in_1_gl_position\n"
"%BP_in_position_2 = OpLoad %v4f32 %BP_gl_in_2_gl_position \n"
"%BP_in_color_0_ptr = OpAccessChain %ip_v4f32 %BP_in_color %c_i32_0\n"
"%BP_in_color_1_ptr = OpAccessChain %ip_v4f32 %BP_in_color %c_i32_1\n"
"%BP_in_color_2_ptr = OpAccessChain %ip_v4f32 %BP_in_color %c_i32_2\n"
"%BP_in_color_0 = OpLoad %v4f32 %BP_in_color_0_ptr\n"
"%BP_in_color_1 = OpLoad %v4f32 %BP_in_color_1_ptr\n"
"%BP_in_color_2 = OpLoad %v4f32 %BP_in_color_2_ptr\n"
"OpStore %BP_addr_vertexIdInCurrentPatch %c_i32_0\n"
"%BP_transformed_in_color_0 = OpFunctionCall %v4f32 %test_code %BP_in_color_0\n"
"OpStore %BP_addr_vertexIdInCurrentPatch %c_i32_1\n"
"%BP_transformed_in_color_1 = OpFunctionCall %v4f32 %test_code %BP_in_color_1\n"
"OpStore %BP_addr_vertexIdInCurrentPatch %c_i32_2\n"
"%BP_transformed_in_color_2 = OpFunctionCall %v4f32 %test_code %BP_in_color_2\n"
"OpStore %BP_out_gl_position %BP_in_position_0\n"
"OpStore %BP_out_color %BP_transformed_in_color_0\n"
"OpEmitVertex\n"
"OpStore %BP_out_gl_position %BP_in_position_1\n"
"OpStore %BP_out_color %BP_transformed_in_color_1\n"
"OpEmitVertex\n"
"OpStore %BP_out_gl_position %BP_in_position_2\n"
"OpStore %BP_out_color %BP_transformed_in_color_2\n"
"OpEmitVertex\n"
"OpEndPrimitive\n"
"OpReturn\n"
"OpFunctionEnd\n"
"${interface_op_func:opt}\n"
"%isUniqueIdZero = OpFunction %bool None %bool_function\n"
"%getId_label = OpLabel\n"
"%primitive_id = OpLoad %i32 %BP_gl_PrimitiveID\n"
"%addr_vertexIdInCurrentPatch = OpAccessChain %BP_pp_i32 %BP_vertexIdInCurrentPatch %primitive_id\n"
"%vertexIdInCurrentPatch = OpLoad %i32 %addr_vertexIdInCurrentPatch\n"
"%is_primitive_0 = OpIEqual %bool %primitive_id %c_i32_0\n"
"%is_vertex_0 = OpIEqual %bool %vertexIdInCurrentPatch %c_i32_0\n"
"%is_unique_id_0 = OpLogicalAnd %bool %is_primitive_0 %is_vertex_0\n"
"OpReturnValue %is_unique_id_0\n"
"OpFunctionEnd\n"
"${testfun}\n";
return tcu::StringTemplate(geometryShaderBoilerplate).specialize(fragments);
}
// Creates fragment-shader assembly by specializing a boilerplate StringTemplate
// on fragments, which must (at least) map "testfun" to an OpFunction definition
// for %test_code that takes and returns a %v4f32. Boilerplate IDs are prefixed
// with "BP_" to avoid collisions with fragments.
//
// Derived from this GLSL:
//
// layout(location = 1) in highp vec4 vtxColor;
// layout(location = 0) out highp vec4 fragColor;
// highp vec4 testfun(highp vec4 x) { return x; }
// void main(void) { fragColor = testfun(vtxColor); }
//
// with modifications including passing vtxColor by value and ripping out
// testfun() definition.
string makeFragmentShaderAssembly (const map<string, string>& fragments)
{
static const char fragmentShaderBoilerplate[] =
"OpCapability Shader\n"
"${capability:opt}\n"
"${extension:opt}\n"
"OpMemoryModel Logical GLSL450\n"
"OpEntryPoint Fragment %BP_main \"main\" %BP_vtxColor %BP_fragColor %BP_gl_FragCoord ${IF_entrypoint:opt} \n"
"OpExecutionMode %BP_main OriginUpperLeft\n"
"${execution_mode:opt}\n"
"${debug:opt}\n"
"${moduleprocessed:opt}\n"
"OpDecorate %BP_fragColor Location 0\n"
"OpDecorate %BP_vtxColor Location 1\n"
"OpDecorate %BP_gl_FragCoord BuiltIn FragCoord\n"
"${IF_decoration:opt}\n"
"${decoration:opt}\n"
SPIRV_ASSEMBLY_TYPES
SPIRV_ASSEMBLY_CONSTANTS
SPIRV_ASSEMBLY_ARRAYS
"%BP_gl_FragCoord = OpVariable %ip_v4f32 Input\n"
"%BP_fragColor = OpVariable %op_v4f32 Output\n"
"%BP_vtxColor = OpVariable %ip_v4f32 Input\n"
"${pre_main:opt}\n"
"${IF_variable:opt}\n"
"%BP_main = OpFunction %void None %voidf\n"
"%BP_label_main = OpLabel\n"
"${IF_carryforward:opt}\n"
"${post_interface_op_frag:opt}\n"
"%BP_tmp1 = OpLoad %v4f32 %BP_vtxColor\n"
"%BP_tmp2 = OpFunctionCall %v4f32 %test_code %BP_tmp1\n"
"OpStore %BP_fragColor %BP_tmp2\n"
"OpReturn\n"
"OpFunctionEnd\n"
"${interface_op_func:opt}\n"
"%isUniqueIdZero = OpFunction %bool None %bool_function\n"
"%getId_label = OpLabel\n"
"%loc_x_coord = OpAccessChain %ip_f32 %BP_gl_FragCoord %c_i32_0\n"
"%loc_y_coord = OpAccessChain %ip_f32 %BP_gl_FragCoord %c_i32_1\n"
"%x_coord = OpLoad %f32 %loc_x_coord\n"
"%y_coord = OpLoad %f32 %loc_y_coord\n"
"%is_x_idx0 = OpFOrdEqual %bool %x_coord %c_f32_0_5\n"
"%is_y_idx0 = OpFOrdEqual %bool %y_coord %c_f32_0_5\n"
"%is_frag_0 = OpLogicalAnd %bool %is_x_idx0 %is_y_idx0\n"
"OpReturnValue %is_frag_0\n"
"OpFunctionEnd\n"
"${testfun}\n";
return tcu::StringTemplate(fragmentShaderBoilerplate).specialize(fragments);
}
// Creates mappings from placeholders to pass-through shader code which copies
// the input to the output faithfully.
map<string, string> passthruInterface (const IFDataType& data_type)
{
const string var_type = data_type.str();
map<string, string> fragments = passthruFragments();
const string functype = string("%") + var_type + "_" + var_type + "_function";
fragments["interface_op_call"] = "OpCopyObject %" + var_type;
fragments["interface_op_func"] = "";
fragments["input_type"] = var_type;
fragments["output_type"] = var_type;
fragments["pre_main"] = "";
if (!data_type.elementIs32bit())
{
if (data_type.elementType == NUMBERTYPE_FLOAT64)
{
fragments["capability"] = "OpCapability Float64\n\n";
fragments["pre_main"] += "%f64 = OpTypeFloat 64\n";
}
else if (data_type.elementType == NUMBERTYPE_FLOAT16)
{
fragments["capability"] = "OpCapability StorageInputOutput16\n";
fragments["extension"] = "OpExtension \"SPV_KHR_16bit_storage\"\n";
fragments["pre_main"] += "%f16 = OpTypeFloat 16\n";
}
else if (data_type.elementType == NUMBERTYPE_INT16)
{
fragments["capability"] = "OpCapability StorageInputOutput16\n";
fragments["extension"] = "OpExtension \"SPV_KHR_16bit_storage\"\n";
fragments["pre_main"] += "%i16 = OpTypeInt 16 1\n";
}
else if (data_type.elementType == NUMBERTYPE_UINT16)
{
fragments["capability"] = "OpCapability StorageInputOutput16\n";
fragments["extension"] = "OpExtension \"SPV_KHR_16bit_storage\"\n";
fragments["pre_main"] += "%u16 = OpTypeInt 16 0\n";
}
else
{
DE_ASSERT(0 && "unhandled type");
}
if (data_type.isVector())
{
fragments["pre_main"] += "%" + var_type + " = OpTypeVector %" + IFDataType(1, data_type.elementType).str() + " " + numberToString(data_type.numElements) + "\n";
}
fragments["pre_main"] +=
"%ip_" + var_type + " = OpTypePointer Input %" + var_type + "\n"
"%op_" + var_type + " = OpTypePointer Output %" + var_type + "\n";
}
if (strcmp(var_type.c_str(), "v4f32") != 0)
fragments["pre_main"] +=
functype + " = OpTypeFunction %" + var_type + " %" + var_type + "\n"
"%a3" + var_type + " = OpTypeArray %" + var_type + " %c_i32_3\n"
"%ip_a3" + var_type + " = OpTypePointer Input %a3" + var_type + "\n"
"%op_a3" + var_type + " = OpTypePointer Output %a3" + var_type + "\n";
return fragments;
}
// Returns mappings from interface placeholders to their concrete values.
//
// The concrete values should be specialized again to provide ${input_type}
// and ${output_type}.
//
// %ip_${input_type} and %op_${output_type} should also be defined in the final code.
map<string, string> fillInterfacePlaceholderVert (void)
{
map<string, string> fragments;
fragments["IF_entrypoint"] = "%IF_input %IF_output";
fragments["IF_variable"] =
" %IF_input = OpVariable %ip_${input_type} Input\n"
"%IF_output = OpVariable %op_${output_type} Output\n";
fragments["IF_decoration"] =
"OpDecorate %IF_input Location 2\n"
"OpDecorate %IF_output Location 2\n";
fragments["IF_carryforward"] =
"%IF_input_val = OpLoad %${input_type} %IF_input\n"
" %IF_result = ${interface_op_call} %IF_input_val\n"
" OpStore %IF_output %IF_result\n";
// Make sure the rest still need to be instantialized.
fragments["capability"] = "${capability:opt}";
fragments["extension"] = "${extension:opt}";
fragments["execution_mode"] = "${execution_mode:opt}";
fragments["debug"] = "${debug:opt}";
fragments["decoration"] = "${decoration:opt}";
fragments["pre_main"] = "${pre_main:opt}";
fragments["testfun"] = "${testfun}";
fragments["interface_op_call"] = "${interface_op_call}";
fragments["interface_op_func"] = "${interface_op_func}";
fragments["post_interface_op_vert"] = "${post_interface_op_vert:opt}";
return fragments;
}
// Returns mappings from interface placeholders to their concrete values.
//
// The concrete values should be specialized again to provide ${input_type}
// and ${output_type}.
//
// %ip_${input_type} and %op_${output_type} should also be defined in the final code.
map<string, string> fillInterfacePlaceholderFrag (void)
{
map<string, string> fragments;
fragments["IF_entrypoint"] = "%IF_input %IF_output";
fragments["IF_variable"] =
" %IF_input = OpVariable %ip_${input_type} Input\n"
"%IF_output = OpVariable %op_${output_type} Output\n";
fragments["IF_decoration"] =
"OpDecorate %IF_input Flat\n"
"OpDecorate %IF_input Location 2\n"
"OpDecorate %IF_output Location 1\n"; // Fragment shader should write to location #1.
fragments["IF_carryforward"] =
"%IF_input_val = OpLoad %${input_type} %IF_input\n"
" %IF_result = ${interface_op_call} %IF_input_val\n"
" OpStore %IF_output %IF_result\n";
// Make sure the rest still need to be instantialized.
fragments["capability"] = "${capability:opt}";
fragments["extension"] = "${extension:opt}";
fragments["execution_mode"] = "${execution_mode:opt}";
fragments["debug"] = "${debug:opt}";
fragments["decoration"] = "${decoration:opt}";
fragments["pre_main"] = "${pre_main:opt}";
fragments["testfun"] = "${testfun}";
fragments["interface_op_call"] = "${interface_op_call}";
fragments["interface_op_func"] = "${interface_op_func}";
fragments["post_interface_op_frag"] = "${post_interface_op_frag:opt}";
return fragments;
}
// Returns mappings from interface placeholders to their concrete values.
//
// The concrete values should be specialized again to provide ${input_type}
// and ${output_type}.
//
// %ip_${input_type}, %op_${output_type}, %ip_a3${input_type}, and $op_a3${output_type}
// should also be defined in the final code.
map<string, string> fillInterfacePlaceholderTessCtrl (void)
{
map<string, string> fragments;
fragments["IF_entrypoint"] = "%IF_input %IF_output";
fragments["IF_variable"] =
" %IF_input = OpVariable %ip_a3${input_type} Input\n"
"%IF_output = OpVariable %op_a3${output_type} Output\n";
fragments["IF_decoration"] =
"OpDecorate %IF_input Location 2\n"
"OpDecorate %IF_output Location 2\n";
fragments["IF_carryforward"] =
" %IF_input_ptr0 = OpAccessChain %ip_${input_type} %IF_input %c_i32_0\n"
" %IF_input_ptr1 = OpAccessChain %ip_${input_type} %IF_input %c_i32_1\n"
" %IF_input_ptr2 = OpAccessChain %ip_${input_type} %IF_input %c_i32_2\n"
"%IF_output_ptr0 = OpAccessChain %op_${output_type} %IF_output %c_i32_0\n"
"%IF_output_ptr1 = OpAccessChain %op_${output_type} %IF_output %c_i32_1\n"
"%IF_output_ptr2 = OpAccessChain %op_${output_type} %IF_output %c_i32_2\n"
"%IF_input_val0 = OpLoad %${input_type} %IF_input_ptr0\n"
"%IF_input_val1 = OpLoad %${input_type} %IF_input_ptr1\n"
"%IF_input_val2 = OpLoad %${input_type} %IF_input_ptr2\n"
"%IF_input_res0 = ${interface_op_call} %IF_input_val0\n"
"%IF_input_res1 = ${interface_op_call} %IF_input_val1\n"
"%IF_input_res2 = ${interface_op_call} %IF_input_val2\n"
"OpStore %IF_output_ptr0 %IF_input_res0\n"
"OpStore %IF_output_ptr1 %IF_input_res1\n"
"OpStore %IF_output_ptr2 %IF_input_res2\n";
// Make sure the rest still need to be instantialized.
fragments["capability"] = "${capability:opt}";
fragments["extension"] = "${extension:opt}";
fragments["execution_mode"] = "${execution_mode:opt}";
fragments["debug"] = "${debug:opt}";
fragments["decoration"] = "${decoration:opt}";
fragments["decoration_tessc"] = "${decoration_tessc:opt}";
fragments["pre_main"] = "${pre_main:opt}";
fragments["testfun"] = "${testfun}";
fragments["interface_op_call"] = "${interface_op_call}";
fragments["interface_op_func"] = "${interface_op_func}";
fragments["post_interface_op_tessc"] = "${post_interface_op_tessc:opt}";
return fragments;
}
// Returns mappings from interface placeholders to their concrete values.
//
// The concrete values should be specialized again to provide ${input_type}
// and ${output_type}.
//
// %ip_${input_type}, %op_${output_type}, %ip_a3${input_type}, and $op_a3${output_type}
// should also be defined in the final code.
map<string, string> fillInterfacePlaceholderTessEvalGeom (void)
{
map<string, string> fragments;
fragments["IF_entrypoint"] = "%IF_input %IF_output";
fragments["IF_variable"] =
" %IF_input = OpVariable %ip_a3${input_type} Input\n"
"%IF_output = OpVariable %op_${output_type} Output\n";
fragments["IF_decoration"] =
"OpDecorate %IF_input Location 2\n"
"OpDecorate %IF_output Location 2\n";
fragments["IF_carryforward"] =
// Only get the first value since all three values are the same anyway.
" %IF_input_ptr0 = OpAccessChain %ip_${input_type} %IF_input %c_i32_0\n"
" %IF_input_val0 = OpLoad %${input_type} %IF_input_ptr0\n"
" %IF_input_res0 = ${interface_op_call} %IF_input_val0\n"
"OpStore %IF_output %IF_input_res0\n";
// Make sure the rest still need to be instantialized.
fragments["capability"] = "${capability:opt}";
fragments["extension"] = "${extension:opt}";
fragments["execution_mode"] = "${execution_mode:opt}";
fragments["debug"] = "${debug:opt}";
fragments["decoration"] = "${decoration:opt}";
fragments["pre_main"] = "${pre_main:opt}";
fragments["testfun"] = "${testfun}";
fragments["interface_op_call"] = "${interface_op_call}";
fragments["interface_op_func"] = "${interface_op_func}";
fragments["post_interface_op_tesse"] = "${post_interface_op_tesse:opt}";
fragments["post_interface_op_geom"] = "${post_interface_op_geom:opt}";
return fragments;
}
map<string, string> passthruFragments (void)
{
map<string, string> fragments;
fragments["testfun"] =
// A %test_code function that returns its argument unchanged.
"%test_code = OpFunction %v4f32 None %v4f32_v4f32_function\n"
"%param1 = OpFunctionParameter %v4f32\n"
"%label_testfun = OpLabel\n"
"OpReturnValue %param1\n"
"OpFunctionEnd\n";
return fragments;
}
// Adds shader assembly text to dst.spirvAsmSources for all shader kinds.
// Vertex shader gets custom code from context, the rest are pass-through.
void addShaderCodeCustomVertex (vk::SourceCollections& dst, InstanceContext& context, const SpirVAsmBuildOptions* spirVAsmBuildOptions)
{
const deUint32 vulkanVersion = dst.usedVulkanVersion;
SpirvVersion targetSpirvVersion;
if (spirVAsmBuildOptions == DE_NULL)
targetSpirvVersion = context.resources.spirvVersion;
else
targetSpirvVersion = spirVAsmBuildOptions->targetVersion;
if (!context.interfaces.empty())
{
// Inject boilerplate code to wire up additional input/output variables between stages.
// Just copy the contents in input variable to output variable in all stages except
// the customized stage.
dst.spirvAsmSources.add("vert", spirVAsmBuildOptions) << StringTemplate(makeVertexShaderAssembly(fillInterfacePlaceholderVert())).specialize(context.testCodeFragments) << SpirVAsmBuildOptions(vulkanVersion, targetSpirvVersion);
dst.spirvAsmSources.add("frag", spirVAsmBuildOptions) << StringTemplate(makeFragmentShaderAssembly(fillInterfacePlaceholderFrag())).specialize(passthruInterface(context.interfaces.getOutputType())) << SpirVAsmBuildOptions(vulkanVersion, targetSpirvVersion);
} else {
map<string, string> passthru = passthruFragments();
dst.spirvAsmSources.add("vert", spirVAsmBuildOptions) << makeVertexShaderAssembly(context.testCodeFragments) << SpirVAsmBuildOptions(vulkanVersion, targetSpirvVersion);
dst.spirvAsmSources.add("frag", spirVAsmBuildOptions) << makeFragmentShaderAssembly(passthru) << SpirVAsmBuildOptions(vulkanVersion, targetSpirvVersion);
}
}
void addShaderCodeCustomVertex (vk::SourceCollections& dst, InstanceContext context)
{
addShaderCodeCustomVertex(dst, context, DE_NULL);
}
// Adds shader assembly text to dst.spirvAsmSources for all shader kinds.
// Tessellation control shader gets custom code from context, the rest are
// pass-through.
void addShaderCodeCustomTessControl (vk::SourceCollections& dst, InstanceContext& context, const SpirVAsmBuildOptions* spirVAsmBuildOptions)
{
const deUint32 vulkanVersion = dst.usedVulkanVersion;
SpirvVersion targetSpirvVersion;
if (spirVAsmBuildOptions == DE_NULL)
targetSpirvVersion = context.resources.spirvVersion;
else
targetSpirvVersion = spirVAsmBuildOptions->targetVersion;
if (!context.interfaces.empty())
{
// Inject boilerplate code to wire up additional input/output variables between stages.
// Just copy the contents in input variable to output variable in all stages except
// the customized stage.
dst.spirvAsmSources.add("vert", spirVAsmBuildOptions) << StringTemplate(makeVertexShaderAssembly(fillInterfacePlaceholderVert())).specialize(passthruInterface(context.interfaces.getInputType())) << SpirVAsmBuildOptions(vulkanVersion, targetSpirvVersion);
dst.spirvAsmSources.add("tessc", spirVAsmBuildOptions) << StringTemplate(makeTessControlShaderAssembly(fillInterfacePlaceholderTessCtrl())).specialize(context.testCodeFragments) << SpirVAsmBuildOptions(vulkanVersion, targetSpirvVersion);
dst.spirvAsmSources.add("tesse", spirVAsmBuildOptions) << StringTemplate(makeTessEvalShaderAssembly(fillInterfacePlaceholderTessEvalGeom())).specialize(passthruInterface(context.interfaces.getOutputType())) << SpirVAsmBuildOptions(vulkanVersion, targetSpirvVersion);
dst.spirvAsmSources.add("frag", spirVAsmBuildOptions) << StringTemplate(makeFragmentShaderAssembly(fillInterfacePlaceholderFrag())).specialize(passthruInterface(context.interfaces.getOutputType())) << SpirVAsmBuildOptions(vulkanVersion, targetSpirvVersion);
}
else
{
map<string, string> passthru = passthruFragments();
dst.spirvAsmSources.add("vert", spirVAsmBuildOptions) << makeVertexShaderAssembly(passthru) << SpirVAsmBuildOptions(vulkanVersion, targetSpirvVersion);
dst.spirvAsmSources.add("tessc", spirVAsmBuildOptions) << makeTessControlShaderAssembly(context.testCodeFragments) << SpirVAsmBuildOptions(vulkanVersion, targetSpirvVersion);
dst.spirvAsmSources.add("tesse", spirVAsmBuildOptions) << makeTessEvalShaderAssembly(passthru) << SpirVAsmBuildOptions(vulkanVersion, targetSpirvVersion);
dst.spirvAsmSources.add("frag", spirVAsmBuildOptions) << makeFragmentShaderAssembly(passthru) << SpirVAsmBuildOptions(vulkanVersion, targetSpirvVersion);
}
}
void addShaderCodeCustomTessControl (vk::SourceCollections& dst, InstanceContext context)
{
addShaderCodeCustomTessControl(dst, context, DE_NULL);
}
// Adds shader assembly text to dst.spirvAsmSources for all shader kinds.
// Tessellation evaluation shader gets custom code from context, the rest are
// pass-through.
void addShaderCodeCustomTessEval (vk::SourceCollections& dst, InstanceContext& context, const SpirVAsmBuildOptions* spirVAsmBuildOptions)
{
const deUint32 vulkanVersion = dst.usedVulkanVersion;
SpirvVersion targetSpirvVersion;
if (spirVAsmBuildOptions == DE_NULL)
targetSpirvVersion = context.resources.spirvVersion;
else
targetSpirvVersion = spirVAsmBuildOptions->targetVersion;
if (!context.interfaces.empty())
{
// Inject boilerplate code to wire up additional input/output variables between stages.
// Just copy the contents in input variable to output variable in all stages except
// the customized stage.
dst.spirvAsmSources.add("vert", spirVAsmBuildOptions) << StringTemplate(makeVertexShaderAssembly(fillInterfacePlaceholderVert())).specialize(passthruInterface(context.interfaces.getInputType())) << SpirVAsmBuildOptions(vulkanVersion, targetSpirvVersion);
dst.spirvAsmSources.add("tessc", spirVAsmBuildOptions) << StringTemplate(makeTessControlShaderAssembly(fillInterfacePlaceholderTessCtrl())).specialize(passthruInterface(context.interfaces.getInputType())) << SpirVAsmBuildOptions(vulkanVersion, targetSpirvVersion);
dst.spirvAsmSources.add("tesse", spirVAsmBuildOptions) << StringTemplate(makeTessEvalShaderAssembly(fillInterfacePlaceholderTessEvalGeom())).specialize(context.testCodeFragments) << SpirVAsmBuildOptions(vulkanVersion, targetSpirvVersion);
dst.spirvAsmSources.add("frag", spirVAsmBuildOptions) << StringTemplate(makeFragmentShaderAssembly(fillInterfacePlaceholderFrag())).specialize(passthruInterface(context.interfaces.getOutputType())) << SpirVAsmBuildOptions(vulkanVersion, targetSpirvVersion);
}
else
{
map<string, string> passthru = passthruFragments();
dst.spirvAsmSources.add("vert", spirVAsmBuildOptions) << makeVertexShaderAssembly(passthru) << SpirVAsmBuildOptions(vulkanVersion, targetSpirvVersion);
dst.spirvAsmSources.add("tessc", spirVAsmBuildOptions) << makeTessControlShaderAssembly(passthru) << SpirVAsmBuildOptions(vulkanVersion, targetSpirvVersion);
dst.spirvAsmSources.add("tesse", spirVAsmBuildOptions) << makeTessEvalShaderAssembly(context.testCodeFragments) << SpirVAsmBuildOptions(vulkanVersion, targetSpirvVersion);
dst.spirvAsmSources.add("frag", spirVAsmBuildOptions) << makeFragmentShaderAssembly(passthru) << SpirVAsmBuildOptions(vulkanVersion, targetSpirvVersion);
}
}
void addShaderCodeCustomTessEval (vk::SourceCollections& dst, InstanceContext context)
{
addShaderCodeCustomTessEval(dst, context, DE_NULL);
}
// Adds shader assembly text to dst.spirvAsmSources for all shader kinds.
// Geometry shader gets custom code from context, the rest are pass-through.
void addShaderCodeCustomGeometry (vk::SourceCollections& dst, InstanceContext& context, const SpirVAsmBuildOptions* spirVAsmBuildOptions)
{
const deUint32 vulkanVersion = dst.usedVulkanVersion;
SpirvVersion targetSpirvVersion;
if (spirVAsmBuildOptions == DE_NULL)
targetSpirvVersion = context.resources.spirvVersion;
else
targetSpirvVersion = spirVAsmBuildOptions->targetVersion;
if (!context.interfaces.empty())
{
// Inject boilerplate code to wire up additional input/output variables between stages.
// Just copy the contents in input variable to output variable in all stages except
// the customized stage.
dst.spirvAsmSources.add("vert", spirVAsmBuildOptions) << StringTemplate(makeVertexShaderAssembly(fillInterfacePlaceholderVert())).specialize(passthruInterface(context.interfaces.getInputType())) << SpirVAsmBuildOptions(vulkanVersion, targetSpirvVersion);
dst.spirvAsmSources.add("geom", spirVAsmBuildOptions) << StringTemplate(makeGeometryShaderAssembly(fillInterfacePlaceholderTessEvalGeom())).specialize(context.testCodeFragments) << SpirVAsmBuildOptions(vulkanVersion, targetSpirvVersion);
dst.spirvAsmSources.add("frag", spirVAsmBuildOptions) << StringTemplate(makeFragmentShaderAssembly(fillInterfacePlaceholderFrag())).specialize(passthruInterface(context.interfaces.getOutputType())) << SpirVAsmBuildOptions(vulkanVersion, targetSpirvVersion);
}
else
{
map<string, string> passthru = passthruFragments();
dst.spirvAsmSources.add("vert", spirVAsmBuildOptions) << makeVertexShaderAssembly(passthru) << SpirVAsmBuildOptions(vulkanVersion, targetSpirvVersion);
dst.spirvAsmSources.add("geom", spirVAsmBuildOptions) << makeGeometryShaderAssembly(context.testCodeFragments) << SpirVAsmBuildOptions(vulkanVersion, targetSpirvVersion);
dst.spirvAsmSources.add("frag", spirVAsmBuildOptions) << makeFragmentShaderAssembly(passthru) << SpirVAsmBuildOptions(vulkanVersion, targetSpirvVersion);
}
}
void addShaderCodeCustomGeometry (vk::SourceCollections& dst, InstanceContext context)
{
addShaderCodeCustomGeometry(dst, context, DE_NULL);
}
// Adds shader assembly text to dst.spirvAsmSources for all shader kinds.
// Fragment shader gets custom code from context, the rest are pass-through.
void addShaderCodeCustomFragment (vk::SourceCollections& dst, InstanceContext& context, const SpirVAsmBuildOptions* spirVAsmBuildOptions)
{
const deUint32 vulkanVersion = dst.usedVulkanVersion;
SpirvVersion targetSpirvVersion;
if (spirVAsmBuildOptions == DE_NULL)
targetSpirvVersion = context.resources.spirvVersion;
else
targetSpirvVersion = spirVAsmBuildOptions->targetVersion;
if (!context.interfaces.empty())
{
// Inject boilerplate code to wire up additional input/output variables between stages.
// Just copy the contents in input variable to output variable in all stages except
// the customized stage.
dst.spirvAsmSources.add("vert", spirVAsmBuildOptions) << StringTemplate(makeVertexShaderAssembly(fillInterfacePlaceholderVert())).specialize(passthruInterface(context.interfaces.getInputType())) << SpirVAsmBuildOptions(vulkanVersion, targetSpirvVersion);
dst.spirvAsmSources.add("frag", spirVAsmBuildOptions) << StringTemplate(makeFragmentShaderAssembly(fillInterfacePlaceholderFrag())).specialize(context.testCodeFragments) << SpirVAsmBuildOptions(vulkanVersion, targetSpirvVersion);
}
else
{
map<string, string> passthru = passthruFragments();
dst.spirvAsmSources.add("vert", spirVAsmBuildOptions) << makeVertexShaderAssembly(passthru) << SpirVAsmBuildOptions(vulkanVersion, targetSpirvVersion);
dst.spirvAsmSources.add("frag", spirVAsmBuildOptions) << makeFragmentShaderAssembly(context.testCodeFragments) << SpirVAsmBuildOptions(vulkanVersion, targetSpirvVersion);
}
}
void addShaderCodeCustomFragment (vk::SourceCollections& dst, InstanceContext context)
{
addShaderCodeCustomFragment(dst, context, DE_NULL);
}
void createCombinedModule (vk::SourceCollections& dst, InstanceContext ctx)
{
const bool useTessellation (ctx.requiredStages & (VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT | VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT));
const bool useGeometry (ctx.requiredStages & VK_SHADER_STAGE_GEOMETRY_BIT);
std::stringstream combinedModule;
std::stringstream opCapabilities;
std::stringstream opEntryPoints;
// opCapabilities
{
opCapabilities << "OpCapability Shader\n";
if (useGeometry)
opCapabilities << "OpCapability Geometry\n";
if (useTessellation)
opCapabilities << "OpCapability Tessellation\n";
}
// opEntryPoints
{
if (useTessellation)
opEntryPoints << "OpEntryPoint Vertex %vert_main \"main\" %vert_Position %vert_vtxColor %vert_color %vert_vtxPosition %vert_vertex_id %vert_instance_id\n";
else
opEntryPoints << "OpEntryPoint Vertex %vert_main \"main\" %vert_Position %vert_vtxColor %vert_color %vert_glPerVertex %vert_vertex_id %vert_instance_id\n";
if (useGeometry)
opEntryPoints << "OpEntryPoint Geometry %geom_main \"main\" %geom_out_gl_position %geom_gl_in %geom_out_color %geom_in_color\n";
if (useTessellation)
{
opEntryPoints << "OpEntryPoint TessellationControl %tessc_main \"main\" %tessc_out_color %tessc_gl_InvocationID %tessc_in_color %tessc_out_position %tessc_in_position %tessc_gl_TessLevelOuter %tessc_gl_TessLevelInner\n"
"OpEntryPoint TessellationEvaluation %tesse_main \"main\" %tesse_stream %tesse_gl_tessCoord %tesse_in_position %tesse_out_color %tesse_in_color \n";
}
opEntryPoints << "OpEntryPoint Fragment %frag_main \"main\" %frag_vtxColor %frag_fragColor\n";
}
combinedModule << opCapabilities.str()
<< "OpMemoryModel Logical GLSL450\n"
<< opEntryPoints.str();
if (useGeometry)
{
combinedModule << "OpExecutionMode %geom_main Triangles\n"
"OpExecutionMode %geom_main Invocations 1\n"
"OpExecutionMode %geom_main OutputTriangleStrip\n"
"OpExecutionMode %geom_main OutputVertices 3\n";
}
if (useTessellation)
{
combinedModule << "OpExecutionMode %tessc_main OutputVertices 3\n"
"OpExecutionMode %tesse_main Triangles\n"
"OpExecutionMode %tesse_main SpacingEqual\n"
"OpExecutionMode %tesse_main VertexOrderCcw\n";
}
combinedModule << "OpExecutionMode %frag_main OriginUpperLeft\n"
"; Vertex decorations\n"
"OpDecorate %vert_Position Location 0\n"
"OpDecorate %vert_vtxColor Location 1\n"
"OpDecorate %vert_color Location 1\n"
"OpDecorate %vert_vertex_id BuiltIn VertexIndex\n"
"OpDecorate %vert_instance_id BuiltIn InstanceIndex\n";
// If tessellation is used, vertex position is written by tessellation stage.
// Otherwise it will be written by vertex stage.
if (useTessellation)
combinedModule << "OpDecorate %vert_vtxPosition Location 2\n";
else
{
combinedModule << "OpMemberDecorate %vert_per_vertex_out 0 BuiltIn Position\n"
"OpMemberDecorate %vert_per_vertex_out 1 BuiltIn PointSize\n"
"OpMemberDecorate %vert_per_vertex_out 2 BuiltIn ClipDistance\n"
"OpMemberDecorate %vert_per_vertex_out 3 BuiltIn CullDistance\n"
"OpDecorate %vert_per_vertex_out Block\n";
}
if (useGeometry)
{
combinedModule << "; Geometry decorations\n"
"OpDecorate %geom_out_gl_position BuiltIn Position\n"
"OpMemberDecorate %geom_per_vertex_in 0 BuiltIn Position\n"
"OpMemberDecorate %geom_per_vertex_in 1 BuiltIn PointSize\n"
"OpMemberDecorate %geom_per_vertex_in 2 BuiltIn ClipDistance\n"
"OpMemberDecorate %geom_per_vertex_in 3 BuiltIn CullDistance\n"
"OpDecorate %geom_per_vertex_in Block\n"
"OpDecorate %geom_out_color Location 1\n"
"OpDecorate %geom_in_color Location 1\n";
}
if (useTessellation)
{
combinedModule << "; Tessellation Control decorations\n"
"OpDecorate %tessc_out_color Location 1\n"
"OpDecorate %tessc_gl_InvocationID BuiltIn InvocationId\n"
"OpDecorate %tessc_in_color Location 1\n"
"OpDecorate %tessc_out_position Location 2\n"
"OpDecorate %tessc_in_position Location 2\n"
"OpDecorate %tessc_gl_TessLevelOuter Patch\n"
"OpDecorate %tessc_gl_TessLevelOuter BuiltIn TessLevelOuter\n"
"OpDecorate %tessc_gl_TessLevelInner Patch\n"
"OpDecorate %tessc_gl_TessLevelInner BuiltIn TessLevelInner\n"
"; Tessellation Evaluation decorations\n"
"OpMemberDecorate %tesse_per_vertex_out 0 BuiltIn Position\n"
"OpMemberDecorate %tesse_per_vertex_out 1 BuiltIn PointSize\n"
"OpMemberDecorate %tesse_per_vertex_out 2 BuiltIn ClipDistance\n"
"OpMemberDecorate %tesse_per_vertex_out 3 BuiltIn CullDistance\n"
"OpDecorate %tesse_per_vertex_out Block\n"
"OpDecorate %tesse_gl_tessCoord BuiltIn TessCoord\n"
"OpDecorate %tesse_in_position Location 2\n"
"OpDecorate %tesse_out_color Location 1\n"
"OpDecorate %tesse_in_color Location 1\n";
}
combinedModule << "; Fragment decorations\n"
"OpDecorate %frag_fragColor Location 0\n"
"OpDecorate %frag_vtxColor Location 1\n"
SPIRV_ASSEMBLY_TYPES
SPIRV_ASSEMBLY_CONSTANTS
SPIRV_ASSEMBLY_ARRAYS
"; Vertex Variables\n"
"%vert_Position = OpVariable %ip_v4f32 Input\n"
"%vert_vtxColor = OpVariable %op_v4f32 Output\n"
"%vert_color = OpVariable %ip_v4f32 Input\n"
"%vert_vertex_id = OpVariable %ip_i32 Input\n"
"%vert_instance_id = OpVariable %ip_i32 Input\n";
if (useTessellation)
combinedModule << "%vert_vtxPosition = OpVariable %op_v4f32 Output\n";
else
{
combinedModule << "%vert_per_vertex_out = OpTypeStruct %v4f32 %f32 %a1f32 %a1f32\n"
"%vert_op_per_vertex_out = OpTypePointer Output %vert_per_vertex_out\n"
"%vert_glPerVertex = OpVariable %vert_op_per_vertex_out Output\n";
}
if (useGeometry)
{
combinedModule << "; Geometry Variables\n"
"%geom_per_vertex_in = OpTypeStruct %v4f32 %f32 %a1f32 %a1f32\n"
"%geom_a3_per_vertex_in = OpTypeArray %geom_per_vertex_in %c_u32_3\n"
"%geom_ip_a3_per_vertex_in = OpTypePointer Input %geom_a3_per_vertex_in\n"
"%geom_gl_in = OpVariable %geom_ip_a3_per_vertex_in Input\n"
"%geom_out_color = OpVariable %op_v4f32 Output\n"
"%geom_in_color = OpVariable %ip_a3v4f32 Input\n"
"%geom_out_gl_position = OpVariable %op_v4f32 Output\n";
}
if (useTessellation)
{
combinedModule << "; Tessellation Control Variables\n"
"%tessc_out_color = OpVariable %op_a3v4f32 Output\n"
"%tessc_gl_InvocationID = OpVariable %ip_i32 Input\n"
"%tessc_in_color = OpVariable %ip_a32v4f32 Input\n"
"%tessc_out_position = OpVariable %op_a3v4f32 Output\n"
"%tessc_in_position = OpVariable %ip_a32v4f32 Input\n"
"%tessc_gl_TessLevelOuter = OpVariable %op_a4f32 Output\n"
"%tessc_gl_TessLevelInner = OpVariable %op_a2f32 Output\n"
"; Tessellation Evaluation Decorations\n"
"%tesse_per_vertex_out = OpTypeStruct %v4f32 %f32 %a1f32 %a1f32\n"
"%tesse_op_per_vertex_out = OpTypePointer Output %tesse_per_vertex_out\n"
"%tesse_stream = OpVariable %tesse_op_per_vertex_out Output\n"
"%tesse_gl_tessCoord = OpVariable %ip_v3f32 Input\n"
"%tesse_in_position = OpVariable %ip_a32v4f32 Input\n"
"%tesse_out_color = OpVariable %op_v4f32 Output\n"
"%tesse_in_color = OpVariable %ip_a32v4f32 Input\n";
}
combinedModule << "; Fragment Variables\n"
"%frag_fragColor = OpVariable %op_v4f32 Output\n"
"%frag_vtxColor = OpVariable %ip_v4f32 Input\n"
"; Vertex Entry\n"
"%vert_main = OpFunction %void None %voidf\n"
"%vert_label = OpLabel\n"
"%vert_tmp_position = OpLoad %v4f32 %vert_Position\n";
if (useTessellation)
combinedModule << "OpStore %vert_vtxPosition %vert_tmp_position\n";
else
{
combinedModule << "%vert_out_pos_ptr = OpAccessChain %op_v4f32 %vert_glPerVertex %c_i32_0\n"
"OpStore %vert_out_pos_ptr %vert_tmp_position\n";
}
combinedModule << "%vert_tmp_color = OpLoad %v4f32 %vert_color\n"
"OpStore %vert_vtxColor %vert_tmp_color\n"
"OpReturn\n"
"OpFunctionEnd\n";
if (useGeometry)
{
combinedModule << "; Geometry Entry\n"
"%geom_main = OpFunction %void None %voidf\n"
"%geom_label = OpLabel\n"
"%geom_gl_in_0_gl_position = OpAccessChain %ip_v4f32 %geom_gl_in %c_i32_0 %c_i32_0\n"
"%geom_gl_in_1_gl_position = OpAccessChain %ip_v4f32 %geom_gl_in %c_i32_1 %c_i32_0\n"
"%geom_gl_in_2_gl_position = OpAccessChain %ip_v4f32 %geom_gl_in %c_i32_2 %c_i32_0\n"
"%geom_in_position_0 = OpLoad %v4f32 %geom_gl_in_0_gl_position\n"
"%geom_in_position_1 = OpLoad %v4f32 %geom_gl_in_1_gl_position\n"
"%geom_in_position_2 = OpLoad %v4f32 %geom_gl_in_2_gl_position \n"
"%geom_in_color_0_ptr = OpAccessChain %ip_v4f32 %geom_in_color %c_i32_0\n"
"%geom_in_color_1_ptr = OpAccessChain %ip_v4f32 %geom_in_color %c_i32_1\n"
"%geom_in_color_2_ptr = OpAccessChain %ip_v4f32 %geom_in_color %c_i32_2\n"
"%geom_in_color_0 = OpLoad %v4f32 %geom_in_color_0_ptr\n"
"%geom_in_color_1 = OpLoad %v4f32 %geom_in_color_1_ptr\n"
"%geom_in_color_2 = OpLoad %v4f32 %geom_in_color_2_ptr\n"
"OpStore %geom_out_gl_position %geom_in_position_0\n"
"OpStore %geom_out_color %geom_in_color_0\n"
"OpEmitVertex\n"
"OpStore %geom_out_gl_position %geom_in_position_1\n"
"OpStore %geom_out_color %geom_in_color_1\n"
"OpEmitVertex\n"
"OpStore %geom_out_gl_position %geom_in_position_2\n"
"OpStore %geom_out_color %geom_in_color_2\n"
"OpEmitVertex\n"
"OpEndPrimitive\n"
"OpReturn\n"
"OpFunctionEnd\n";
}
if (useTessellation)
{
combinedModule << "; Tessellation Control Entry\n"
"%tessc_main = OpFunction %void None %voidf\n"
"%tessc_label = OpLabel\n"
"%tessc_invocation_id = OpLoad %i32 %tessc_gl_InvocationID\n"
"%tessc_in_color_ptr = OpAccessChain %ip_v4f32 %tessc_in_color %tessc_invocation_id\n"
"%tessc_in_position_ptr = OpAccessChain %ip_v4f32 %tessc_in_position %tessc_invocation_id\n"
"%tessc_in_color_val = OpLoad %v4f32 %tessc_in_color_ptr\n"
"%tessc_in_position_val = OpLoad %v4f32 %tessc_in_position_ptr\n"
"%tessc_out_color_ptr = OpAccessChain %op_v4f32 %tessc_out_color %tessc_invocation_id\n"
"%tessc_out_position_ptr = OpAccessChain %op_v4f32 %tessc_out_position %tessc_invocation_id\n"
"OpStore %tessc_out_color_ptr %tessc_in_color_val\n"
"OpStore %tessc_out_position_ptr %tessc_in_position_val\n"
"%tessc_is_first_invocation = OpIEqual %bool %tessc_invocation_id %c_i32_0\n"
"OpSelectionMerge %tessc_merge_label None\n"
"OpBranchConditional %tessc_is_first_invocation %tessc_first_invocation %tessc_merge_label\n"
"%tessc_first_invocation = OpLabel\n"
"%tessc_tess_outer_0 = OpAccessChain %op_f32 %tessc_gl_TessLevelOuter %c_i32_0\n"
"%tessc_tess_outer_1 = OpAccessChain %op_f32 %tessc_gl_TessLevelOuter %c_i32_1\n"
"%tessc_tess_outer_2 = OpAccessChain %op_f32 %tessc_gl_TessLevelOuter %c_i32_2\n"
"%tessc_tess_inner = OpAccessChain %op_f32 %tessc_gl_TessLevelInner %c_i32_0\n"
"OpStore %tessc_tess_outer_0 %c_f32_1\n"
"OpStore %tessc_tess_outer_1 %c_f32_1\n"
"OpStore %tessc_tess_outer_2 %c_f32_1\n"
"OpStore %tessc_tess_inner %c_f32_1\n"
"OpBranch %tessc_merge_label\n"
"%tessc_merge_label = OpLabel\n"
"OpReturn\n"
"OpFunctionEnd\n"
"; Tessellation Evaluation Entry\n"
"%tesse_main = OpFunction %void None %voidf\n"
"%tesse_label = OpLabel\n"
"%tesse_tc_0_ptr = OpAccessChain %ip_f32 %tesse_gl_tessCoord %c_u32_0\n"
"%tesse_tc_1_ptr = OpAccessChain %ip_f32 %tesse_gl_tessCoord %c_u32_1\n"
"%tesse_tc_2_ptr = OpAccessChain %ip_f32 %tesse_gl_tessCoord %c_u32_2\n"
"%tesse_tc_0 = OpLoad %f32 %tesse_tc_0_ptr\n"
"%tesse_tc_1 = OpLoad %f32 %tesse_tc_1_ptr\n"
"%tesse_tc_2 = OpLoad %f32 %tesse_tc_2_ptr\n"
"%tesse_in_pos_0_ptr = OpAccessChain %ip_v4f32 %tesse_in_position %c_i32_0\n"
"%tesse_in_pos_1_ptr = OpAccessChain %ip_v4f32 %tesse_in_position %c_i32_1\n"
"%tesse_in_pos_2_ptr = OpAccessChain %ip_v4f32 %tesse_in_position %c_i32_2\n"
"%tesse_in_pos_0 = OpLoad %v4f32 %tesse_in_pos_0_ptr\n"
"%tesse_in_pos_1 = OpLoad %v4f32 %tesse_in_pos_1_ptr\n"
"%tesse_in_pos_2 = OpLoad %v4f32 %tesse_in_pos_2_ptr\n"
"%tesse_in_pos_0_weighted = OpVectorTimesScalar %v4f32 %tesse_in_pos_0 %tesse_tc_0\n"
"%tesse_in_pos_1_weighted = OpVectorTimesScalar %v4f32 %tesse_in_pos_1 %tesse_tc_1\n"
"%tesse_in_pos_2_weighted = OpVectorTimesScalar %v4f32 %tesse_in_pos_2 %tesse_tc_2\n"
"%tesse_out_pos_ptr = OpAccessChain %op_v4f32 %tesse_stream %c_i32_0\n"
"%tesse_in_pos_0_plus_pos_1 = OpFAdd %v4f32 %tesse_in_pos_0_weighted %tesse_in_pos_1_weighted\n"
"%tesse_computed_out = OpFAdd %v4f32 %tesse_in_pos_0_plus_pos_1 %tesse_in_pos_2_weighted\n"
"OpStore %tesse_out_pos_ptr %tesse_computed_out\n"
"%tesse_in_clr_0_ptr = OpAccessChain %ip_v4f32 %tesse_in_color %c_i32_0\n"
"%tesse_in_clr_1_ptr = OpAccessChain %ip_v4f32 %tesse_in_color %c_i32_1\n"
"%tesse_in_clr_2_ptr = OpAccessChain %ip_v4f32 %tesse_in_color %c_i32_2\n"
"%tesse_in_clr_0 = OpLoad %v4f32 %tesse_in_clr_0_ptr\n"
"%tesse_in_clr_1 = OpLoad %v4f32 %tesse_in_clr_1_ptr\n"
"%tesse_in_clr_2 = OpLoad %v4f32 %tesse_in_clr_2_ptr\n"
"%tesse_in_clr_0_weighted = OpVectorTimesScalar %v4f32 %tesse_in_clr_0 %tesse_tc_0\n"
"%tesse_in_clr_1_weighted = OpVectorTimesScalar %v4f32 %tesse_in_clr_1 %tesse_tc_1\n"
"%tesse_in_clr_2_weighted = OpVectorTimesScalar %v4f32 %tesse_in_clr_2 %tesse_tc_2\n"
"%tesse_in_clr_0_plus_col_1 = OpFAdd %v4f32 %tesse_in_clr_0_weighted %tesse_in_clr_1_weighted\n"
"%tesse_computed_clr = OpFAdd %v4f32 %tesse_in_clr_0_plus_col_1 %tesse_in_clr_2_weighted\n"
"OpStore %tesse_out_color %tesse_computed_clr\n"
"OpReturn\n"
"OpFunctionEnd\n";
}
combinedModule << "; Fragment Entry\n"
"%frag_main = OpFunction %void None %voidf\n"
"%frag_label_main = OpLabel\n"
"%frag_tmp1 = OpLoad %v4f32 %frag_vtxColor\n"
"OpStore %frag_fragColor %frag_tmp1\n"
"OpReturn\n"
"OpFunctionEnd\n";
dst.spirvAsmSources.add("module") << combinedModule.str();
}
void createUnusedVariableModules (vk::SourceCollections& dst, UnusedVariableContext ctx)
{
if (ctx.shaderTasks[SHADER_TASK_INDEX_VERTEX] != SHADER_TASK_NONE)
{
std::ostringstream shader;
bool tessellation = (ctx.shaderTasks[SHADER_TASK_INDEX_TESS_CONTROL] != SHADER_TASK_NONE
|| ctx.shaderTasks[SHADER_TASK_INDEX_TESS_EVAL] != SHADER_TASK_NONE);
const ShaderTask& task = ctx.shaderTasks[SHADER_TASK_INDEX_VERTEX];
shader << "OpCapability Shader\n"
<< "OpMemoryModel Logical GLSL450\n";
// Entry point depends on if tessellation is enabled or not to provide the vertex position.
shader << "OpEntryPoint Vertex %main \"main\" %Position %vtxColor %color "
<< (tessellation ? "%vtxPosition" : "%vtx_glPerVertex")
<< " %vertex_id %instance_id\n";
if (task == SHADER_TASK_UNUSED_FUNC)
{
shader << getUnusedEntryPoint();
}
// Decorations.
shader << "OpDecorate %Position Location 0\n"
<< "OpDecorate %vtxColor Location 1\n"
<< "OpDecorate %color Location 1\n"
<< "OpDecorate %vertex_id BuiltIn VertexIndex\n"
<< "OpDecorate %instance_id BuiltIn InstanceIndex\n";
if (tessellation)
{
shader << "OpDecorate %vtxPosition Location 2\n";
}
else
{
shader << "OpMemberDecorate %vert_per_vertex_out 0 BuiltIn Position\n"
<< "OpMemberDecorate %vert_per_vertex_out 1 BuiltIn PointSize\n"
<< "OpMemberDecorate %vert_per_vertex_out 2 BuiltIn ClipDistance\n"
<< "OpMemberDecorate %vert_per_vertex_out 3 BuiltIn CullDistance\n"
<< "OpDecorate %vert_per_vertex_out Block\n";
}
if (task != SHADER_TASK_NORMAL)
{
shader << getUnusedDecorations(ctx.variableLocation);
}
// Standard types, constants and arrays.
shader << "; Start of standard types, constants and arrays\n"
<< SPIRV_ASSEMBLY_TYPES
<< SPIRV_ASSEMBLY_CONSTANTS
<< SPIRV_ASSEMBLY_ARRAYS
<< "; End of standard types, constants and arrays\n";
if (task != SHADER_TASK_NORMAL)
{
shader << getUnusedTypesAndConstants();
}
// Variables.
if (tessellation)
{
shader << "%vtxPosition = OpVariable %op_v4f32 Output\n";
}
else
{
shader << "%vert_per_vertex_out = OpTypeStruct %v4f32 %f32 %a1f32 %a1f32\n"
<< "%vert_op_per_vertex_out = OpTypePointer Output %vert_per_vertex_out\n"
<< "%vtx_glPerVertex = OpVariable %vert_op_per_vertex_out Output\n";
}
shader << "%Position = OpVariable %ip_v4f32 Input\n"
<< "%vtxColor = OpVariable %op_v4f32 Output\n"
<< "%color = OpVariable %ip_v4f32 Input\n"
<< "%vertex_id = OpVariable %ip_i32 Input\n"
<< "%instance_id = OpVariable %ip_i32 Input\n";
if (task != SHADER_TASK_NORMAL)
{
shader << getUnusedBuffer();
}
// Vertex main function.
shader << "%main = OpFunction %void None %voidf\n"
<< "%label = OpLabel\n"
<< "%tmp_position = OpLoad %v4f32 %Position\n";
if (tessellation)
{
shader << "OpStore %vtxPosition %tmp_position\n";
}
else
{
shader << "%vert_out_pos_ptr = OpAccessChain %op_v4f32 %vtx_glPerVertex %c_i32_0\n"
<< "OpStore %vert_out_pos_ptr %tmp_position\n";
}
shader << "%tmp_color = OpLoad %v4f32 %color\n"
<< "OpStore %vtxColor %tmp_color\n"
<< "OpReturn\n"
<< "OpFunctionEnd\n";
if (task == SHADER_TASK_UNUSED_FUNC)
{
shader << getUnusedFunctionBody();
}
dst.spirvAsmSources.add("vert") << shader.str();
}
if (ctx.shaderTasks[SHADER_TASK_INDEX_GEOMETRY] != SHADER_TASK_NONE)
{
const ShaderTask& task = ctx.shaderTasks[SHADER_TASK_INDEX_GEOMETRY];
std::ostringstream shader;
if (task != SHADER_TASK_NORMAL)
{
shader << getOpCapabilityShader();
}
shader << "OpCapability Geometry\n"
<< "OpMemoryModel Logical GLSL450\n";
// Entry points.
shader << "OpEntryPoint Geometry %geom1_main \"main\" %out_gl_position %gl_in %out_color %in_color\n";
if (task == SHADER_TASK_UNUSED_FUNC)
{
shader << getUnusedEntryPoint();
}
shader << "OpExecutionMode %geom1_main Triangles\n"
<< "OpExecutionMode %geom1_main OutputTriangleStrip\n"
<< "OpExecutionMode %geom1_main OutputVertices 3\n";
// Decorations.
shader << "OpDecorate %out_gl_position BuiltIn Position\n"
<< "OpMemberDecorate %per_vertex_in 0 BuiltIn Position\n"
<< "OpMemberDecorate %per_vertex_in 1 BuiltIn PointSize\n"
<< "OpMemberDecorate %per_vertex_in 2 BuiltIn ClipDistance\n"
<< "OpMemberDecorate %per_vertex_in 3 BuiltIn CullDistance\n"
<< "OpDecorate %per_vertex_in Block\n"
<< "OpDecorate %out_color Location 1\n"
<< "OpDecorate %in_color Location 1\n";
if (task != SHADER_TASK_NORMAL)
{
shader << getUnusedDecorations(ctx.variableLocation);
}
// Standard types, constants and arrays.
shader << "; Start of standard types, constants and arrays\n"
<< SPIRV_ASSEMBLY_TYPES
<< SPIRV_ASSEMBLY_CONSTANTS
<< SPIRV_ASSEMBLY_ARRAYS
<< "; End of standard types, constants and arrays\n";
if (task != SHADER_TASK_NORMAL)
{
shader << getUnusedTypesAndConstants();
}
// Variables.
shader << "%per_vertex_in = OpTypeStruct %v4f32 %f32 %a1f32 %a1f32\n"
<< "%a3_per_vertex_in = OpTypeArray %per_vertex_in %c_u32_3\n"
<< "%ip_a3_per_vertex_in = OpTypePointer Input %a3_per_vertex_in\n"
<< "%gl_in = OpVariable %ip_a3_per_vertex_in Input\n"
<< "%out_color = OpVariable %op_v4f32 Output\n"
<< "%in_color = OpVariable %ip_a3v4f32 Input\n"
<< "%out_gl_position = OpVariable %op_v4f32 Output\n";
if (task != SHADER_TASK_NORMAL)
{
shader << getUnusedBuffer();
}
// Main function.
shader << "%geom1_main = OpFunction %void None %voidf\n"
<< "%geom1_label = OpLabel\n"
<< "%geom1_gl_in_0_gl_position = OpAccessChain %ip_v4f32 %gl_in %c_i32_0 %c_i32_0\n"
<< "%geom1_gl_in_1_gl_position = OpAccessChain %ip_v4f32 %gl_in %c_i32_1 %c_i32_0\n"
<< "%geom1_gl_in_2_gl_position = OpAccessChain %ip_v4f32 %gl_in %c_i32_2 %c_i32_0\n"
<< "%geom1_in_position_0 = OpLoad %v4f32 %geom1_gl_in_0_gl_position\n"
<< "%geom1_in_position_1 = OpLoad %v4f32 %geom1_gl_in_1_gl_position\n"
<< "%geom1_in_position_2 = OpLoad %v4f32 %geom1_gl_in_2_gl_position \n"
<< "%geom1_in_color_0_ptr = OpAccessChain %ip_v4f32 %in_color %c_i32_0\n"
<< "%geom1_in_color_1_ptr = OpAccessChain %ip_v4f32 %in_color %c_i32_1\n"
<< "%geom1_in_color_2_ptr = OpAccessChain %ip_v4f32 %in_color %c_i32_2\n"
<< "%geom1_in_color_0 = OpLoad %v4f32 %geom1_in_color_0_ptr\n"
<< "%geom1_in_color_1 = OpLoad %v4f32 %geom1_in_color_1_ptr\n"
<< "%geom1_in_color_2 = OpLoad %v4f32 %geom1_in_color_2_ptr\n"
<< "OpStore %out_gl_position %geom1_in_position_0\n"
<< "OpStore %out_color %geom1_in_color_0\n"
<< "OpEmitVertex\n"
<< "OpStore %out_gl_position %geom1_in_position_1\n"
<< "OpStore %out_color %geom1_in_color_1\n"
<< "OpEmitVertex\n"
<< "OpStore %out_gl_position %geom1_in_position_2\n"
<< "OpStore %out_color %geom1_in_color_2\n"
<< "OpEmitVertex\n"
<< "OpEndPrimitive\n"
<< "OpReturn\n"
<< "OpFunctionEnd\n";
if (task == SHADER_TASK_UNUSED_FUNC)
{
shader << getUnusedFunctionBody();
}
dst.spirvAsmSources.add("geom") << shader.str();
}
if (ctx.shaderTasks[SHADER_TASK_INDEX_TESS_CONTROL] != SHADER_TASK_NONE)
{
const ShaderTask& task = ctx.shaderTasks[SHADER_TASK_INDEX_TESS_CONTROL];
std::ostringstream shader;
if (task != SHADER_TASK_NORMAL)
{
shader << getOpCapabilityShader();
}
shader << "OpCapability Tessellation\n"
<< "OpMemoryModel Logical GLSL450\n";
// Entry point.
shader << "OpEntryPoint TessellationControl %tessc1_main \"main\" %out_color %gl_InvocationID %in_color %out_position %in_position %gl_TessLevelOuter %gl_TessLevelInner\n";
if (task == SHADER_TASK_UNUSED_FUNC)
{
shader << getUnusedEntryPoint();
}
shader << "OpExecutionMode %tessc1_main OutputVertices 3\n";
// Decorations.
shader << "OpDecorate %out_color Location 1\n"
<< "OpDecorate %gl_InvocationID BuiltIn InvocationId\n"
<< "OpDecorate %in_color Location 1\n"
<< "OpDecorate %out_position Location 2\n"
<< "OpDecorate %in_position Location 2\n"
<< "OpDecorate %gl_TessLevelOuter Patch\n"
<< "OpDecorate %gl_TessLevelOuter BuiltIn TessLevelOuter\n"
<< "OpDecorate %gl_TessLevelInner Patch\n"
<< "OpDecorate %gl_TessLevelInner BuiltIn TessLevelInner\n";
if (task != SHADER_TASK_NORMAL)
{
shader << getUnusedDecorations(ctx.variableLocation);
}
// Standard types, constants and arrays.
shader << "; Start of standard types, constants and arrays\n"
<< SPIRV_ASSEMBLY_TYPES
<< SPIRV_ASSEMBLY_CONSTANTS
<< SPIRV_ASSEMBLY_ARRAYS
<< "; End of standard types, constants and arrays\n";
if (task != SHADER_TASK_NORMAL)
{
shader << getUnusedTypesAndConstants();
}
// Variables.
shader << "%out_color = OpVariable %op_a3v4f32 Output\n"
<< "%gl_InvocationID = OpVariable %ip_i32 Input\n"
<< "%in_color = OpVariable %ip_a32v4f32 Input\n"
<< "%out_position = OpVariable %op_a3v4f32 Output\n"
<< "%in_position = OpVariable %ip_a32v4f32 Input\n"
<< "%gl_TessLevelOuter = OpVariable %op_a4f32 Output\n"
<< "%gl_TessLevelInner = OpVariable %op_a2f32 Output\n";
if (task != SHADER_TASK_NORMAL)
{
shader << getUnusedBuffer();
}
// Main entry point.
shader << "%tessc1_main = OpFunction %void None %voidf\n"
<< "%tessc1_label = OpLabel\n"
<< "%tessc1_invocation_id = OpLoad %i32 %gl_InvocationID\n"
<< "%tessc1_in_color_ptr = OpAccessChain %ip_v4f32 %in_color %tessc1_invocation_id\n"
<< "%tessc1_in_position_ptr = OpAccessChain %ip_v4f32 %in_position %tessc1_invocation_id\n"
<< "%tessc1_in_color_val = OpLoad %v4f32 %tessc1_in_color_ptr\n"
<< "%tessc1_in_position_val = OpLoad %v4f32 %tessc1_in_position_ptr\n"
<< "%tessc1_out_color_ptr = OpAccessChain %op_v4f32 %out_color %tessc1_invocation_id\n"
<< "%tessc1_out_position_ptr = OpAccessChain %op_v4f32 %out_position %tessc1_invocation_id\n"
<< "OpStore %tessc1_out_color_ptr %tessc1_in_color_val\n"
<< "OpStore %tessc1_out_position_ptr %tessc1_in_position_val\n"
<< "%tessc1_is_first_invocation = OpIEqual %bool %tessc1_invocation_id %c_i32_0\n"
<< "OpSelectionMerge %tessc1_merge_label None\n"
<< "OpBranchConditional %tessc1_is_first_invocation %tessc1_first_invocation %tessc1_merge_label\n"
<< "%tessc1_first_invocation = OpLabel\n"
<< "%tessc1_tess_outer_0 = OpAccessChain %op_f32 %gl_TessLevelOuter %c_i32_0\n"
<< "%tessc1_tess_outer_1 = OpAccessChain %op_f32 %gl_TessLevelOuter %c_i32_1\n"
<< "%tessc1_tess_outer_2 = OpAccessChain %op_f32 %gl_TessLevelOuter %c_i32_2\n"
<< "%tessc1_tess_inner = OpAccessChain %op_f32 %gl_TessLevelInner %c_i32_0\n"
<< "OpStore %tessc1_tess_outer_0 %c_f32_1\n"
<< "OpStore %tessc1_tess_outer_1 %c_f32_1\n"
<< "OpStore %tessc1_tess_outer_2 %c_f32_1\n"
<< "OpStore %tessc1_tess_inner %c_f32_1\n"
<< "OpBranch %tessc1_merge_label\n"
<< "%tessc1_merge_label = OpLabel\n"
<< "OpReturn\n"
<< "OpFunctionEnd\n";
if (task == SHADER_TASK_UNUSED_FUNC)
{
shader << getUnusedFunctionBody();
}
dst.spirvAsmSources.add("tessc") << shader.str();
}
if (ctx.shaderTasks[SHADER_TASK_INDEX_TESS_EVAL] != SHADER_TASK_NONE)
{
const ShaderTask& task = ctx.shaderTasks[SHADER_TASK_INDEX_TESS_EVAL];
std::ostringstream shader;
if (task != SHADER_TASK_NORMAL)
{
shader << getOpCapabilityShader();
}
shader << "OpCapability Tessellation\n"
<< "OpMemoryModel Logical GLSL450\n";
// Entry point.
shader << "OpEntryPoint TessellationEvaluation %tesse1_main \"main\" %stream %gl_tessCoord %in_position %out_color %in_color \n";
if (task == SHADER_TASK_UNUSED_FUNC)
{
shader << getUnusedEntryPoint();
}
shader << "OpExecutionMode %tesse1_main Triangles\n"
<< "OpExecutionMode %tesse1_main SpacingEqual\n"
<< "OpExecutionMode %tesse1_main VertexOrderCcw\n";
// Decorations.
shader << "OpMemberDecorate %per_vertex_out 0 BuiltIn Position\n"
<< "OpMemberDecorate %per_vertex_out 1 BuiltIn PointSize\n"
<< "OpMemberDecorate %per_vertex_out 2 BuiltIn ClipDistance\n"
<< "OpMemberDecorate %per_vertex_out 3 BuiltIn CullDistance\n"
<< "OpDecorate %per_vertex_out Block\n"
<< "OpDecorate %gl_tessCoord BuiltIn TessCoord\n"
<< "OpDecorate %in_position Location 2\n"
<< "OpDecorate %out_color Location 1\n"
<< "OpDecorate %in_color Location 1\n";
if (task != SHADER_TASK_NORMAL)
{
shader << getUnusedDecorations(ctx.variableLocation);
}
// Standard types, constants and arrays.
shader << "; Start of standard types, constants and arrays\n"
<< SPIRV_ASSEMBLY_TYPES
<< SPIRV_ASSEMBLY_CONSTANTS
<< SPIRV_ASSEMBLY_ARRAYS
<< "; End of standard types, constants and arrays\n";
if (task != SHADER_TASK_NORMAL)
{
shader << getUnusedTypesAndConstants();
}
// Variables.
shader << "%per_vertex_out = OpTypeStruct %v4f32 %f32 %a1f32 %a1f32\n"
<< "%op_per_vertex_out = OpTypePointer Output %per_vertex_out\n"
<< "%stream = OpVariable %op_per_vertex_out Output\n"
<< "%gl_tessCoord = OpVariable %ip_v3f32 Input\n"
<< "%in_position = OpVariable %ip_a32v4f32 Input\n"
<< "%out_color = OpVariable %op_v4f32 Output\n"
<< "%in_color = OpVariable %ip_a32v4f32 Input\n";
if (task != SHADER_TASK_NORMAL)
{
shader << getUnusedBuffer();
}
// Main entry point.
shader << "%tesse1_main = OpFunction %void None %voidf\n"
<< "%tesse1_label = OpLabel\n"
<< "%tesse1_tc_0_ptr = OpAccessChain %ip_f32 %gl_tessCoord %c_u32_0\n"
<< "%tesse1_tc_1_ptr = OpAccessChain %ip_f32 %gl_tessCoord %c_u32_1\n"
<< "%tesse1_tc_2_ptr = OpAccessChain %ip_f32 %gl_tessCoord %c_u32_2\n"
<< "%tesse1_tc_0 = OpLoad %f32 %tesse1_tc_0_ptr\n"
<< "%tesse1_tc_1 = OpLoad %f32 %tesse1_tc_1_ptr\n"
<< "%tesse1_tc_2 = OpLoad %f32 %tesse1_tc_2_ptr\n"
<< "%tesse1_in_pos_0_ptr = OpAccessChain %ip_v4f32 %in_position %c_i32_0\n"
<< "%tesse1_in_pos_1_ptr = OpAccessChain %ip_v4f32 %in_position %c_i32_1\n"
<< "%tesse1_in_pos_2_ptr = OpAccessChain %ip_v4f32 %in_position %c_i32_2\n"
<< "%tesse1_in_pos_0 = OpLoad %v4f32 %tesse1_in_pos_0_ptr\n"
<< "%tesse1_in_pos_1 = OpLoad %v4f32 %tesse1_in_pos_1_ptr\n"
<< "%tesse1_in_pos_2 = OpLoad %v4f32 %tesse1_in_pos_2_ptr\n"
<< "%tesse1_in_pos_0_weighted = OpVectorTimesScalar %v4f32 %tesse1_in_pos_0 %tesse1_tc_0\n"
<< "%tesse1_in_pos_1_weighted = OpVectorTimesScalar %v4f32 %tesse1_in_pos_1 %tesse1_tc_1\n"
<< "%tesse1_in_pos_2_weighted = OpVectorTimesScalar %v4f32 %tesse1_in_pos_2 %tesse1_tc_2\n"
<< "%tesse1_out_pos_ptr = OpAccessChain %op_v4f32 %stream %c_i32_0\n"
<< "%tesse1_in_pos_0_plus_pos_1 = OpFAdd %v4f32 %tesse1_in_pos_0_weighted %tesse1_in_pos_1_weighted\n"
<< "%tesse1_computed_out = OpFAdd %v4f32 %tesse1_in_pos_0_plus_pos_1 %tesse1_in_pos_2_weighted\n"
<< "OpStore %tesse1_out_pos_ptr %tesse1_computed_out\n"
<< "%tesse1_in_clr_0_ptr = OpAccessChain %ip_v4f32 %in_color %c_i32_0\n"
<< "%tesse1_in_clr_1_ptr = OpAccessChain %ip_v4f32 %in_color %c_i32_1\n"
<< "%tesse1_in_clr_2_ptr = OpAccessChain %ip_v4f32 %in_color %c_i32_2\n"
<< "%tesse1_in_clr_0 = OpLoad %v4f32 %tesse1_in_clr_0_ptr\n"
<< "%tesse1_in_clr_1 = OpLoad %v4f32 %tesse1_in_clr_1_ptr\n"
<< "%tesse1_in_clr_2 = OpLoad %v4f32 %tesse1_in_clr_2_ptr\n"
<< "%tesse1_in_clr_0_weighted = OpVectorTimesScalar %v4f32 %tesse1_in_clr_0 %tesse1_tc_0\n"
<< "%tesse1_in_clr_1_weighted = OpVectorTimesScalar %v4f32 %tesse1_in_clr_1 %tesse1_tc_1\n"
<< "%tesse1_in_clr_2_weighted = OpVectorTimesScalar %v4f32 %tesse1_in_clr_2 %tesse1_tc_2\n"
<< "%tesse1_in_clr_0_plus_col_1 = OpFAdd %v4f32 %tesse1_in_clr_0_weighted %tesse1_in_clr_1_weighted\n"
<< "%tesse1_computed_clr = OpFAdd %v4f32 %tesse1_in_clr_0_plus_col_1 %tesse1_in_clr_2_weighted\n"
<< "OpStore %out_color %tesse1_computed_clr\n"
<< "OpReturn\n"
<< "OpFunctionEnd\n";
if (task == SHADER_TASK_UNUSED_FUNC)
{
shader << getUnusedFunctionBody();
}
dst.spirvAsmSources.add("tesse") << shader.str();
}
if (ctx.shaderTasks[SHADER_TASK_INDEX_FRAGMENT] != SHADER_TASK_NONE)
{
const ShaderTask& task = ctx.shaderTasks[SHADER_TASK_INDEX_FRAGMENT];
std::ostringstream shader;
shader << "OpCapability Shader\n"
<< "OpMemoryModel Logical GLSL450\n";
// Entry point.
shader << "OpEntryPoint Fragment %main \"main\" %vtxColor %fragColor\n";
if (task == SHADER_TASK_UNUSED_FUNC)
{
shader << getUnusedEntryPoint();
}
shader << "OpExecutionMode %main OriginUpperLeft\n";
// Decorations.
shader << "OpDecorate %fragColor Location 0\n"
<< "OpDecorate %vtxColor Location 1\n";
if (task != SHADER_TASK_NORMAL)
{
shader << getUnusedDecorations(ctx.variableLocation);
}
// Standard types, constants and arrays.
shader << "; Start of standard types, constants and arrays\n"
<< SPIRV_ASSEMBLY_TYPES
<< SPIRV_ASSEMBLY_CONSTANTS
<< SPIRV_ASSEMBLY_ARRAYS
<< "; End of standard types, constants and arrays\n";
if (task != SHADER_TASK_NORMAL)
{
shader << getUnusedTypesAndConstants();
}
// Variables.
shader << "%fragColor = OpVariable %op_v4f32 Output\n"
<< "%vtxColor = OpVariable %ip_v4f32 Input\n";
if (task != SHADER_TASK_NORMAL)
{
shader << getUnusedBuffer();
}
// Main entry point.
shader << "%main = OpFunction %void None %voidf\n"
<< "%label_main = OpLabel\n"
<< "%tmp1 = OpLoad %v4f32 %vtxColor\n"
<< "OpStore %fragColor %tmp1\n"
<< "OpReturn\n"
<< "OpFunctionEnd\n";
if (task == SHADER_TASK_UNUSED_FUNC)
{
shader << getUnusedFunctionBody();
}
dst.spirvAsmSources.add("frag") << shader.str();
}
}
void createMultipleEntries (vk::SourceCollections& dst, InstanceContext)
{
dst.spirvAsmSources.add("vert") <<
// This module contains 2 vertex shaders. One that is a passthrough
// and a second that inverts the color of the output (1.0 - color).
"OpCapability Shader\n"
"OpMemoryModel Logical GLSL450\n"
"OpEntryPoint Vertex %main \"vert1\" %Position %vtxColor %color %vtxPosition %vertex_id %instance_id\n"
"OpEntryPoint Vertex %main2 \"vert2\" %Position %vtxColor %color %vtxPosition %vertex_id %instance_id\n"
"OpDecorate %vtxPosition Location 2\n"
"OpDecorate %Position Location 0\n"
"OpDecorate %vtxColor Location 1\n"
"OpDecorate %color Location 1\n"
"OpDecorate %vertex_id BuiltIn VertexIndex\n"
"OpDecorate %instance_id BuiltIn InstanceIndex\n"
SPIRV_ASSEMBLY_TYPES
SPIRV_ASSEMBLY_CONSTANTS
SPIRV_ASSEMBLY_ARRAYS
"%cval = OpConstantComposite %v4f32 %c_f32_1 %c_f32_1 %c_f32_1 %c_f32_0\n"
"%vtxPosition = OpVariable %op_v4f32 Output\n"
"%Position = OpVariable %ip_v4f32 Input\n"
"%vtxColor = OpVariable %op_v4f32 Output\n"
"%color = OpVariable %ip_v4f32 Input\n"
"%vertex_id = OpVariable %ip_i32 Input\n"
"%instance_id = OpVariable %ip_i32 Input\n"
"%main = OpFunction %void None %voidf\n"
"%label = OpLabel\n"
"%tmp_position = OpLoad %v4f32 %Position\n"
"OpStore %vtxPosition %tmp_position\n"
"%tmp_color = OpLoad %v4f32 %color\n"
"OpStore %vtxColor %tmp_color\n"
"OpReturn\n"
"OpFunctionEnd\n"
"%main2 = OpFunction %void None %voidf\n"
"%label2 = OpLabel\n"
"%tmp_position2 = OpLoad %v4f32 %Position\n"
"OpStore %vtxPosition %tmp_position2\n"
"%tmp_color2 = OpLoad %v4f32 %color\n"
"%tmp_color3 = OpFSub %v4f32 %cval %tmp_color2\n"
"%tmp_color4 = OpVectorInsertDynamic %v4f32 %tmp_color3 %c_f32_1 %c_i32_3\n"
"OpStore %vtxColor %tmp_color4\n"
"OpReturn\n"
"OpFunctionEnd\n";
dst.spirvAsmSources.add("frag") <<
// This is a single module that contains 2 fragment shaders.
// One that passes color through and the other that inverts the output
// color (1.0 - color).
"OpCapability Shader\n"
"OpMemoryModel Logical GLSL450\n"
"OpEntryPoint Fragment %main \"frag1\" %vtxColor %fragColor\n"
"OpEntryPoint Fragment %main2 \"frag2\" %vtxColor %fragColor\n"
"OpExecutionMode %main OriginUpperLeft\n"
"OpExecutionMode %main2 OriginUpperLeft\n"
"OpDecorate %fragColor Location 0\n"
"OpDecorate %vtxColor Location 1\n"
SPIRV_ASSEMBLY_TYPES
SPIRV_ASSEMBLY_CONSTANTS
SPIRV_ASSEMBLY_ARRAYS
"%cval = OpConstantComposite %v4f32 %c_f32_1 %c_f32_1 %c_f32_1 %c_f32_0\n"
"%fragColor = OpVariable %op_v4f32 Output\n"
"%vtxColor = OpVariable %ip_v4f32 Input\n"
"%main = OpFunction %void None %voidf\n"
"%label_main = OpLabel\n"
"%tmp1 = OpLoad %v4f32 %vtxColor\n"
"OpStore %fragColor %tmp1\n"
"OpReturn\n"
"OpFunctionEnd\n"
"%main2 = OpFunction %void None %voidf\n"
"%label_main2 = OpLabel\n"
"%tmp2 = OpLoad %v4f32 %vtxColor\n"
"%tmp3 = OpFSub %v4f32 %cval %tmp2\n"
"%tmp4 = OpVectorInsertDynamic %v4f32 %tmp3 %c_f32_1 %c_i32_3\n"
"OpStore %fragColor %tmp4\n"
"OpReturn\n"
"OpFunctionEnd\n";
dst.spirvAsmSources.add("geom") <<
"OpCapability Geometry\n"
"OpMemoryModel Logical GLSL450\n"
"OpEntryPoint Geometry %geom1_main \"geom1\" %out_gl_position %gl_in %out_color %in_color\n"
"OpEntryPoint Geometry %geom2_main \"geom2\" %out_gl_position %gl_in %out_color %in_color\n"
"OpExecutionMode %geom1_main Triangles\n"
"OpExecutionMode %geom2_main Triangles\n"
"OpExecutionMode %geom1_main OutputTriangleStrip\n"
"OpExecutionMode %geom2_main OutputTriangleStrip\n"
"OpExecutionMode %geom1_main OutputVertices 3\n"
"OpExecutionMode %geom2_main OutputVertices 3\n"
"OpDecorate %out_gl_position BuiltIn Position\n"
"OpMemberDecorate %per_vertex_in 0 BuiltIn Position\n"
"OpMemberDecorate %per_vertex_in 1 BuiltIn PointSize\n"
"OpMemberDecorate %per_vertex_in 2 BuiltIn ClipDistance\n"
"OpMemberDecorate %per_vertex_in 3 BuiltIn CullDistance\n"
"OpDecorate %per_vertex_in Block\n"
"OpDecorate %out_color Location 1\n"
"OpDecorate %in_color Location 1\n"
SPIRV_ASSEMBLY_TYPES
SPIRV_ASSEMBLY_CONSTANTS
SPIRV_ASSEMBLY_ARRAYS
"%cval = OpConstantComposite %v4f32 %c_f32_1 %c_f32_1 %c_f32_1 %c_f32_0\n"
"%per_vertex_in = OpTypeStruct %v4f32 %f32 %a1f32 %a1f32\n"
"%a3_per_vertex_in = OpTypeArray %per_vertex_in %c_u32_3\n"
"%ip_a3_per_vertex_in = OpTypePointer Input %a3_per_vertex_in\n"
"%gl_in = OpVariable %ip_a3_per_vertex_in Input\n"
"%out_color = OpVariable %op_v4f32 Output\n"
"%in_color = OpVariable %ip_a3v4f32 Input\n"
"%out_gl_position = OpVariable %op_v4f32 Output\n"
"%geom1_main = OpFunction %void None %voidf\n"
"%geom1_label = OpLabel\n"
"%geom1_gl_in_0_gl_position = OpAccessChain %ip_v4f32 %gl_in %c_i32_0 %c_i32_0\n"
"%geom1_gl_in_1_gl_position = OpAccessChain %ip_v4f32 %gl_in %c_i32_1 %c_i32_0\n"
"%geom1_gl_in_2_gl_position = OpAccessChain %ip_v4f32 %gl_in %c_i32_2 %c_i32_0\n"
"%geom1_in_position_0 = OpLoad %v4f32 %geom1_gl_in_0_gl_position\n"
"%geom1_in_position_1 = OpLoad %v4f32 %geom1_gl_in_1_gl_position\n"
"%geom1_in_position_2 = OpLoad %v4f32 %geom1_gl_in_2_gl_position \n"
"%geom1_in_color_0_ptr = OpAccessChain %ip_v4f32 %in_color %c_i32_0\n"
"%geom1_in_color_1_ptr = OpAccessChain %ip_v4f32 %in_color %c_i32_1\n"
"%geom1_in_color_2_ptr = OpAccessChain %ip_v4f32 %in_color %c_i32_2\n"
"%geom1_in_color_0 = OpLoad %v4f32 %geom1_in_color_0_ptr\n"
"%geom1_in_color_1 = OpLoad %v4f32 %geom1_in_color_1_ptr\n"
"%geom1_in_color_2 = OpLoad %v4f32 %geom1_in_color_2_ptr\n"
"OpStore %out_gl_position %geom1_in_position_0\n"
"OpStore %out_color %geom1_in_color_0\n"
"OpEmitVertex\n"
"OpStore %out_gl_position %geom1_in_position_1\n"
"OpStore %out_color %geom1_in_color_1\n"
"OpEmitVertex\n"
"OpStore %out_gl_position %geom1_in_position_2\n"
"OpStore %out_color %geom1_in_color_2\n"
"OpEmitVertex\n"
"OpEndPrimitive\n"
"OpReturn\n"
"OpFunctionEnd\n"
"%geom2_main = OpFunction %void None %voidf\n"
"%geom2_label = OpLabel\n"
"%geom2_gl_in_0_gl_position = OpAccessChain %ip_v4f32 %gl_in %c_i32_0 %c_i32_0\n"
"%geom2_gl_in_1_gl_position = OpAccessChain %ip_v4f32 %gl_in %c_i32_1 %c_i32_0\n"
"%geom2_gl_in_2_gl_position = OpAccessChain %ip_v4f32 %gl_in %c_i32_2 %c_i32_0\n"
"%geom2_in_position_0 = OpLoad %v4f32 %geom2_gl_in_0_gl_position\n"
"%geom2_in_position_1 = OpLoad %v4f32 %geom2_gl_in_1_gl_position\n"
"%geom2_in_position_2 = OpLoad %v4f32 %geom2_gl_in_2_gl_position \n"
"%geom2_in_color_0_ptr = OpAccessChain %ip_v4f32 %in_color %c_i32_0\n"
"%geom2_in_color_1_ptr = OpAccessChain %ip_v4f32 %in_color %c_i32_1\n"
"%geom2_in_color_2_ptr = OpAccessChain %ip_v4f32 %in_color %c_i32_2\n"
"%geom2_in_color_0 = OpLoad %v4f32 %geom2_in_color_0_ptr\n"
"%geom2_in_color_1 = OpLoad %v4f32 %geom2_in_color_1_ptr\n"
"%geom2_in_color_2 = OpLoad %v4f32 %geom2_in_color_2_ptr\n"
"%geom2_transformed_in_color_0 = OpFSub %v4f32 %cval %geom2_in_color_0\n"
"%geom2_transformed_in_color_1 = OpFSub %v4f32 %cval %geom2_in_color_1\n"
"%geom2_transformed_in_color_2 = OpFSub %v4f32 %cval %geom2_in_color_2\n"
"%geom2_transformed_in_color_0_a = OpVectorInsertDynamic %v4f32 %geom2_transformed_in_color_0 %c_f32_1 %c_i32_3\n"
"%geom2_transformed_in_color_1_a = OpVectorInsertDynamic %v4f32 %geom2_transformed_in_color_1 %c_f32_1 %c_i32_3\n"
"%geom2_transformed_in_color_2_a = OpVectorInsertDynamic %v4f32 %geom2_transformed_in_color_2 %c_f32_1 %c_i32_3\n"
"OpStore %out_gl_position %geom2_in_position_0\n"
"OpStore %out_color %geom2_transformed_in_color_0_a\n"
"OpEmitVertex\n"
"OpStore %out_gl_position %geom2_in_position_1\n"
"OpStore %out_color %geom2_transformed_in_color_1_a\n"
"OpEmitVertex\n"
"OpStore %out_gl_position %geom2_in_position_2\n"
"OpStore %out_color %geom2_transformed_in_color_2_a\n"
"OpEmitVertex\n"
"OpEndPrimitive\n"
"OpReturn\n"
"OpFunctionEnd\n";
dst.spirvAsmSources.add("tessc") <<
"OpCapability Tessellation\n"
"OpMemoryModel Logical GLSL450\n"
"OpEntryPoint TessellationControl %tessc1_main \"tessc1\" %out_color %gl_InvocationID %in_color %out_position %in_position %gl_TessLevelOuter %gl_TessLevelInner\n"
"OpEntryPoint TessellationControl %tessc2_main \"tessc2\" %out_color %gl_InvocationID %in_color %out_position %in_position %gl_TessLevelOuter %gl_TessLevelInner\n"
"OpExecutionMode %tessc1_main OutputVertices 3\n"
"OpExecutionMode %tessc2_main OutputVertices 3\n"
"OpDecorate %out_color Location 1\n"
"OpDecorate %gl_InvocationID BuiltIn InvocationId\n"
"OpDecorate %in_color Location 1\n"
"OpDecorate %out_position Location 2\n"
"OpDecorate %in_position Location 2\n"
"OpDecorate %gl_TessLevelOuter Patch\n"
"OpDecorate %gl_TessLevelOuter BuiltIn TessLevelOuter\n"
"OpDecorate %gl_TessLevelInner Patch\n"
"OpDecorate %gl_TessLevelInner BuiltIn TessLevelInner\n"
SPIRV_ASSEMBLY_TYPES
SPIRV_ASSEMBLY_CONSTANTS
SPIRV_ASSEMBLY_ARRAYS
"%cval = OpConstantComposite %v4f32 %c_f32_1 %c_f32_1 %c_f32_1 %c_f32_0\n"
"%out_color = OpVariable %op_a3v4f32 Output\n"
"%gl_InvocationID = OpVariable %ip_i32 Input\n"
"%in_color = OpVariable %ip_a32v4f32 Input\n"
"%out_position = OpVariable %op_a3v4f32 Output\n"
"%in_position = OpVariable %ip_a32v4f32 Input\n"
"%gl_TessLevelOuter = OpVariable %op_a4f32 Output\n"
"%gl_TessLevelInner = OpVariable %op_a2f32 Output\n"
"%tessc1_main = OpFunction %void None %voidf\n"
"%tessc1_label = OpLabel\n"
"%tessc1_invocation_id = OpLoad %i32 %gl_InvocationID\n"
"%tessc1_in_color_ptr = OpAccessChain %ip_v4f32 %in_color %tessc1_invocation_id\n"
"%tessc1_in_position_ptr = OpAccessChain %ip_v4f32 %in_position %tessc1_invocation_id\n"
"%tessc1_in_color_val = OpLoad %v4f32 %tessc1_in_color_ptr\n"
"%tessc1_in_position_val = OpLoad %v4f32 %tessc1_in_position_ptr\n"
"%tessc1_out_color_ptr = OpAccessChain %op_v4f32 %out_color %tessc1_invocation_id\n"
"%tessc1_out_position_ptr = OpAccessChain %op_v4f32 %out_position %tessc1_invocation_id\n"
"OpStore %tessc1_out_color_ptr %tessc1_in_color_val\n"
"OpStore %tessc1_out_position_ptr %tessc1_in_position_val\n"
"%tessc1_is_first_invocation = OpIEqual %bool %tessc1_invocation_id %c_i32_0\n"
"OpSelectionMerge %tessc1_merge_label None\n"
"OpBranchConditional %tessc1_is_first_invocation %tessc1_first_invocation %tessc1_merge_label\n"
"%tessc1_first_invocation = OpLabel\n"
"%tessc1_tess_outer_0 = OpAccessChain %op_f32 %gl_TessLevelOuter %c_i32_0\n"
"%tessc1_tess_outer_1 = OpAccessChain %op_f32 %gl_TessLevelOuter %c_i32_1\n"
"%tessc1_tess_outer_2 = OpAccessChain %op_f32 %gl_TessLevelOuter %c_i32_2\n"
"%tessc1_tess_inner = OpAccessChain %op_f32 %gl_TessLevelInner %c_i32_0\n"
"OpStore %tessc1_tess_outer_0 %c_f32_1\n"
"OpStore %tessc1_tess_outer_1 %c_f32_1\n"
"OpStore %tessc1_tess_outer_2 %c_f32_1\n"
"OpStore %tessc1_tess_inner %c_f32_1\n"
"OpBranch %tessc1_merge_label\n"
"%tessc1_merge_label = OpLabel\n"
"OpReturn\n"
"OpFunctionEnd\n"
"%tessc2_main = OpFunction %void None %voidf\n"
"%tessc2_label = OpLabel\n"
"%tessc2_invocation_id = OpLoad %i32 %gl_InvocationID\n"
"%tessc2_in_color_ptr = OpAccessChain %ip_v4f32 %in_color %tessc2_invocation_id\n"
"%tessc2_in_position_ptr = OpAccessChain %ip_v4f32 %in_position %tessc2_invocation_id\n"
"%tessc2_in_color_val = OpLoad %v4f32 %tessc2_in_color_ptr\n"
"%tessc2_in_position_val = OpLoad %v4f32 %tessc2_in_position_ptr\n"
"%tessc2_out_color_ptr = OpAccessChain %op_v4f32 %out_color %tessc2_invocation_id\n"
"%tessc2_out_position_ptr = OpAccessChain %op_v4f32 %out_position %tessc2_invocation_id\n"
"%tessc2_transformed_color = OpFSub %v4f32 %cval %tessc2_in_color_val\n"
"%tessc2_transformed_color_a = OpVectorInsertDynamic %v4f32 %tessc2_transformed_color %c_f32_1 %c_i32_3\n"
"OpStore %tessc2_out_color_ptr %tessc2_transformed_color_a\n"
"OpStore %tessc2_out_position_ptr %tessc2_in_position_val\n"
"%tessc2_is_first_invocation = OpIEqual %bool %tessc2_invocation_id %c_i32_0\n"
"OpSelectionMerge %tessc2_merge_label None\n"
"OpBranchConditional %tessc2_is_first_invocation %tessc2_first_invocation %tessc2_merge_label\n"
"%tessc2_first_invocation = OpLabel\n"
"%tessc2_tess_outer_0 = OpAccessChain %op_f32 %gl_TessLevelOuter %c_i32_0\n"
"%tessc2_tess_outer_1 = OpAccessChain %op_f32 %gl_TessLevelOuter %c_i32_1\n"
"%tessc2_tess_outer_2 = OpAccessChain %op_f32 %gl_TessLevelOuter %c_i32_2\n"
"%tessc2_tess_inner = OpAccessChain %op_f32 %gl_TessLevelInner %c_i32_0\n"
"OpStore %tessc2_tess_outer_0 %c_f32_1\n"
"OpStore %tessc2_tess_outer_1 %c_f32_1\n"
"OpStore %tessc2_tess_outer_2 %c_f32_1\n"
"OpStore %tessc2_tess_inner %c_f32_1\n"
"OpBranch %tessc2_merge_label\n"
"%tessc2_merge_label = OpLabel\n"
"OpReturn\n"
"OpFunctionEnd\n";
dst.spirvAsmSources.add("tesse") <<
"OpCapability Tessellation\n"
"OpMemoryModel Logical GLSL450\n"
"OpEntryPoint TessellationEvaluation %tesse1_main \"tesse1\" %stream %gl_tessCoord %in_position %out_color %in_color \n"
"OpEntryPoint TessellationEvaluation %tesse2_main \"tesse2\" %stream %gl_tessCoord %in_position %out_color %in_color \n"
"OpExecutionMode %tesse1_main Triangles\n"
"OpExecutionMode %tesse1_main SpacingEqual\n"
"OpExecutionMode %tesse1_main VertexOrderCcw\n"
"OpExecutionMode %tesse2_main Triangles\n"
"OpExecutionMode %tesse2_main SpacingEqual\n"
"OpExecutionMode %tesse2_main VertexOrderCcw\n"
"OpMemberDecorate %per_vertex_out 0 BuiltIn Position\n"
"OpMemberDecorate %per_vertex_out 1 BuiltIn PointSize\n"
"OpMemberDecorate %per_vertex_out 2 BuiltIn ClipDistance\n"
"OpMemberDecorate %per_vertex_out 3 BuiltIn CullDistance\n"
"OpDecorate %per_vertex_out Block\n"
"OpDecorate %gl_tessCoord BuiltIn TessCoord\n"
"OpDecorate %in_position Location 2\n"
"OpDecorate %out_color Location 1\n"
"OpDecorate %in_color Location 1\n"
SPIRV_ASSEMBLY_TYPES
SPIRV_ASSEMBLY_CONSTANTS
SPIRV_ASSEMBLY_ARRAYS
"%cval = OpConstantComposite %v4f32 %c_f32_1 %c_f32_1 %c_f32_1 %c_f32_0\n"
"%per_vertex_out = OpTypeStruct %v4f32 %f32 %a1f32 %a1f32\n"
"%op_per_vertex_out = OpTypePointer Output %per_vertex_out\n"
"%stream = OpVariable %op_per_vertex_out Output\n"
"%gl_tessCoord = OpVariable %ip_v3f32 Input\n"
"%in_position = OpVariable %ip_a32v4f32 Input\n"
"%out_color = OpVariable %op_v4f32 Output\n"
"%in_color = OpVariable %ip_a32v4f32 Input\n"
"%tesse1_main = OpFunction %void None %voidf\n"
"%tesse1_label = OpLabel\n"
"%tesse1_tc_0_ptr = OpAccessChain %ip_f32 %gl_tessCoord %c_u32_0\n"
"%tesse1_tc_1_ptr = OpAccessChain %ip_f32 %gl_tessCoord %c_u32_1\n"
"%tesse1_tc_2_ptr = OpAccessChain %ip_f32 %gl_tessCoord %c_u32_2\n"
"%tesse1_tc_0 = OpLoad %f32 %tesse1_tc_0_ptr\n"
"%tesse1_tc_1 = OpLoad %f32 %tesse1_tc_1_ptr\n"
"%tesse1_tc_2 = OpLoad %f32 %tesse1_tc_2_ptr\n"
"%tesse1_in_pos_0_ptr = OpAccessChain %ip_v4f32 %in_position %c_i32_0\n"
"%tesse1_in_pos_1_ptr = OpAccessChain %ip_v4f32 %in_position %c_i32_1\n"
"%tesse1_in_pos_2_ptr = OpAccessChain %ip_v4f32 %in_position %c_i32_2\n"
"%tesse1_in_pos_0 = OpLoad %v4f32 %tesse1_in_pos_0_ptr\n"
"%tesse1_in_pos_1 = OpLoad %v4f32 %tesse1_in_pos_1_ptr\n"
"%tesse1_in_pos_2 = OpLoad %v4f32 %tesse1_in_pos_2_ptr\n"
"%tesse1_in_pos_0_weighted = OpVectorTimesScalar %v4f32 %tesse1_in_pos_0 %tesse1_tc_0\n"
"%tesse1_in_pos_1_weighted = OpVectorTimesScalar %v4f32 %tesse1_in_pos_1 %tesse1_tc_1\n"
"%tesse1_in_pos_2_weighted = OpVectorTimesScalar %v4f32 %tesse1_in_pos_2 %tesse1_tc_2\n"
"%tesse1_out_pos_ptr = OpAccessChain %op_v4f32 %stream %c_i32_0\n"
"%tesse1_in_pos_0_plus_pos_1 = OpFAdd %v4f32 %tesse1_in_pos_0_weighted %tesse1_in_pos_1_weighted\n"
"%tesse1_computed_out = OpFAdd %v4f32 %tesse1_in_pos_0_plus_pos_1 %tesse1_in_pos_2_weighted\n"
"OpStore %tesse1_out_pos_ptr %tesse1_computed_out\n"
"%tesse1_in_clr_0_ptr = OpAccessChain %ip_v4f32 %in_color %c_i32_0\n"
"%tesse1_in_clr_1_ptr = OpAccessChain %ip_v4f32 %in_color %c_i32_1\n"
"%tesse1_in_clr_2_ptr = OpAccessChain %ip_v4f32 %in_color %c_i32_2\n"
"%tesse1_in_clr_0 = OpLoad %v4f32 %tesse1_in_clr_0_ptr\n"
"%tesse1_in_clr_1 = OpLoad %v4f32 %tesse1_in_clr_1_ptr\n"
"%tesse1_in_clr_2 = OpLoad %v4f32 %tesse1_in_clr_2_ptr\n"
"%tesse1_in_clr_0_weighted = OpVectorTimesScalar %v4f32 %tesse1_in_clr_0 %tesse1_tc_0\n"
"%tesse1_in_clr_1_weighted = OpVectorTimesScalar %v4f32 %tesse1_in_clr_1 %tesse1_tc_1\n"
"%tesse1_in_clr_2_weighted = OpVectorTimesScalar %v4f32 %tesse1_in_clr_2 %tesse1_tc_2\n"
"%tesse1_in_clr_0_plus_col_1 = OpFAdd %v4f32 %tesse1_in_clr_0_weighted %tesse1_in_clr_1_weighted\n"
"%tesse1_computed_clr = OpFAdd %v4f32 %tesse1_in_clr_0_plus_col_1 %tesse1_in_clr_2_weighted\n"
"OpStore %out_color %tesse1_computed_clr\n"
"OpReturn\n"
"OpFunctionEnd\n"
"%tesse2_main = OpFunction %void None %voidf\n"
"%tesse2_label = OpLabel\n"
"%tesse2_tc_0_ptr = OpAccessChain %ip_f32 %gl_tessCoord %c_u32_0\n"
"%tesse2_tc_1_ptr = OpAccessChain %ip_f32 %gl_tessCoord %c_u32_1\n"
"%tesse2_tc_2_ptr = OpAccessChain %ip_f32 %gl_tessCoord %c_u32_2\n"
"%tesse2_tc_0 = OpLoad %f32 %tesse2_tc_0_ptr\n"
"%tesse2_tc_1 = OpLoad %f32 %tesse2_tc_1_ptr\n"
"%tesse2_tc_2 = OpLoad %f32 %tesse2_tc_2_ptr\n"
"%tesse2_in_pos_0_ptr = OpAccessChain %ip_v4f32 %in_position %c_i32_0\n"
"%tesse2_in_pos_1_ptr = OpAccessChain %ip_v4f32 %in_position %c_i32_1\n"
"%tesse2_in_pos_2_ptr = OpAccessChain %ip_v4f32 %in_position %c_i32_2\n"
"%tesse2_in_pos_0 = OpLoad %v4f32 %tesse2_in_pos_0_ptr\n"
"%tesse2_in_pos_1 = OpLoad %v4f32 %tesse2_in_pos_1_ptr\n"
"%tesse2_in_pos_2 = OpLoad %v4f32 %tesse2_in_pos_2_ptr\n"
"%tesse2_in_pos_0_weighted = OpVectorTimesScalar %v4f32 %tesse2_in_pos_0 %tesse2_tc_0\n"
"%tesse2_in_pos_1_weighted = OpVectorTimesScalar %v4f32 %tesse2_in_pos_1 %tesse2_tc_1\n"
"%tesse2_in_pos_2_weighted = OpVectorTimesScalar %v4f32 %tesse2_in_pos_2 %tesse2_tc_2\n"
"%tesse2_out_pos_ptr = OpAccessChain %op_v4f32 %stream %c_i32_0\n"
"%tesse2_in_pos_0_plus_pos_1 = OpFAdd %v4f32 %tesse2_in_pos_0_weighted %tesse2_in_pos_1_weighted\n"
"%tesse2_computed_out = OpFAdd %v4f32 %tesse2_in_pos_0_plus_pos_1 %tesse2_in_pos_2_weighted\n"
"OpStore %tesse2_out_pos_ptr %tesse2_computed_out\n"
"%tesse2_in_clr_0_ptr = OpAccessChain %ip_v4f32 %in_color %c_i32_0\n"
"%tesse2_in_clr_1_ptr = OpAccessChain %ip_v4f32 %in_color %c_i32_1\n"
"%tesse2_in_clr_2_ptr = OpAccessChain %ip_v4f32 %in_color %c_i32_2\n"
"%tesse2_in_clr_0 = OpLoad %v4f32 %tesse2_in_clr_0_ptr\n"
"%tesse2_in_clr_1 = OpLoad %v4f32 %tesse2_in_clr_1_ptr\n"
"%tesse2_in_clr_2 = OpLoad %v4f32 %tesse2_in_clr_2_ptr\n"
"%tesse2_in_clr_0_weighted = OpVectorTimesScalar %v4f32 %tesse2_in_clr_0 %tesse2_tc_0\n"
"%tesse2_in_clr_1_weighted = OpVectorTimesScalar %v4f32 %tesse2_in_clr_1 %tesse2_tc_1\n"
"%tesse2_in_clr_2_weighted = OpVectorTimesScalar %v4f32 %tesse2_in_clr_2 %tesse2_tc_2\n"
"%tesse2_in_clr_0_plus_col_1 = OpFAdd %v4f32 %tesse2_in_clr_0_weighted %tesse2_in_clr_1_weighted\n"
"%tesse2_computed_clr = OpFAdd %v4f32 %tesse2_in_clr_0_plus_col_1 %tesse2_in_clr_2_weighted\n"
"%tesse2_clr_transformed = OpFSub %v4f32 %cval %tesse2_computed_clr\n"
"%tesse2_clr_transformed_a = OpVectorInsertDynamic %v4f32 %tesse2_clr_transformed %c_f32_1 %c_i32_3\n"
"OpStore %out_color %tesse2_clr_transformed_a\n"
"OpReturn\n"
"OpFunctionEnd\n";
}
bool compare16BitFloat (float original, deUint16 returned, RoundingModeFlags flags, tcu::TestLog& log)
{
// We only support RTE, RTZ, or both.
DE_ASSERT(static_cast<int>(flags) > 0 && static_cast<int>(flags) < 4);
const Float32 originalFloat (original);
const Float16 returnedFloat (returned);
// Zero are turned into zero under both RTE and RTZ.
if (originalFloat.isZero())
{
if (returnedFloat.isZero())
return true;
log << TestLog::Message << "Error: expected zero but returned " << returned << TestLog::EndMessage;
return false;
}
// Any denormalized value input into a shader may be flushed to 0.
if (originalFloat.isDenorm() && returnedFloat.isZero())
return true;
// Inf are always turned into Inf with the same sign, too.
if (originalFloat.isInf())
{
if (returnedFloat.isInf() && originalFloat.signBit() == returnedFloat.signBit())
return true;
log << TestLog::Message << "Error: expected Inf but returned " << returned << TestLog::EndMessage;
return false;
}
// NaN are always turned into NaN, too.
if (originalFloat.isNaN())
{
if (returnedFloat.isNaN())
return true;
log << TestLog::Message << "Error: expected NaN but returned " << returned << TestLog::EndMessage;
return false;
}
// Check all rounding modes
for (int bitNdx = 0; bitNdx < 2; ++bitNdx)
{
if ((flags & (1u << bitNdx)) == 0)
continue; // This rounding mode is not selected.
const Float16 expectedFloat (deFloat32To16Round(original, deRoundingMode(bitNdx)));
// Any denormalized value potentially generated by any instruction in a shader may be flushed to 0.
if (expectedFloat.isDenorm() && returnedFloat.isZero())
return true;
// If not matched in the above cases, they should have the same bit pattern.
if (expectedFloat.bits() == returnedFloat.bits())
return true;
}
log << TestLog::Message << "Error: found unmatched 32-bit and 16-bit floats: " << originalFloat.bits() << " vs " << returned << TestLog::EndMessage;
return false;
}
bool compare16BitFloat (deUint16 original, deUint16 returned, tcu::TestLog& log)
{
const Float16 originalFloat (original);
const Float16 returnedFloat (returned);
if (originalFloat.isZero())
{
if (returnedFloat.isZero())
return true;
log << TestLog::Message << "Error: expected zero but returned " << returned << TestLog::EndMessage;
return false;
}
// Any denormalized value input into a shader or potentially generated by any instruction in a shader
// may be flushed to 0.
if (originalFloat.isDenorm() && returnedFloat.isZero())
return true;
// Inf are always turned into Inf with the same sign, too.
if (originalFloat.isInf())
{
if (returnedFloat.isInf() && originalFloat.signBit() == returnedFloat.signBit())
return true;
log << TestLog::Message << "Error: expected Inf but returned " << returned << TestLog::EndMessage;
return false;
}
// NaN are always turned into NaN, too.
if (originalFloat.isNaN())
{
if (returnedFloat.isNaN())
return true;
log << TestLog::Message << "Error: expected NaN but returned " << returned << TestLog::EndMessage;
return false;
}
// If not matched in the above cases, they should have the same bit pattern.
if (originalFloat.bits() == returnedFloat.bits())
return true;
log << TestLog::Message << "Error: found unmatched 16-bit and 16-bit floats: " << original << " vs " << returned << TestLog::EndMessage;
return false;
}
bool compare16BitFloat(deUint16 original, float returned, tcu::TestLog & log)
{
const Float16 originalFloat (original);
const Float32 returnedFloat (returned);
// Zero are turned into zero under both RTE and RTZ.
if (originalFloat.isZero())
{
if (returnedFloat.isZero())
return true;
log << TestLog::Message << "Error: expected zero but returned " << returned << TestLog::EndMessage;
return false;
}
// Any denormalized value input into a shader may be flushed to 0.
if (originalFloat.isDenorm() && returnedFloat.isZero())
return true;
// Inf are always turned into Inf with the same sign, too.
if (originalFloat.isInf())
{
if (returnedFloat.isInf() && originalFloat.signBit() == returnedFloat.signBit())
return true;
log << TestLog::Message << "Error: expected Inf but returned " << returned << TestLog::EndMessage;
return false;
}
// NaN are always turned into NaN, too.
if (originalFloat.isNaN())
{
if (returnedFloat.isNaN())
return true;
log << TestLog::Message << "Error: expected NaN but returned " << returned << TestLog::EndMessage;
return false;
}
// In all other cases, conversion should be exact.
const Float32 expectedFloat (deFloat16To32(original));
if (expectedFloat.bits() == returnedFloat.bits())
return true;
log << TestLog::Message << "Error: found unmatched 16-bit and 32-bit floats: " << original << " vs " << returnedFloat.bits() << TestLog::EndMessage;
return false;
}
bool compare16BitFloat (deFloat16 original, deFloat16 returned, std::string& error)
{
std::ostringstream log;
const Float16 originalFloat (original);
const Float16 returnedFloat (returned);
if (originalFloat.isZero())
{
if (returnedFloat.isZero())
return true;
log << "Error: expected zero but returned " << std::hex << "0x" << returned << " (" << returnedFloat.asFloat() << ")";
error = log.str();
return false;
}
// Any denormalized value input into a shader may be flushed to 0.
if (originalFloat.isDenorm() && returnedFloat.isZero())
return true;
// Inf are always turned into Inf with the same sign, too.
if (originalFloat.isInf())
{
if (returnedFloat.isInf() && originalFloat.signBit() == returnedFloat.signBit())
return true;
log << "Error: expected Inf but returned " << std::hex << "0x" << returned << " (" << returnedFloat.asFloat() << ")";
error = log.str();
return false;
}
// NaN are always turned into NaN, too.
if (originalFloat.isNaN())
{
if (returnedFloat.isNaN())
return true;
log << "Error: expected NaN but returned " << std::hex << "0x" << returned << " (" << returnedFloat.asFloat() << ")";
error = log.str();
return false;
}
// Any denormalized value potentially generated by any instruction in a shader may be flushed to 0.
if (originalFloat.isDenorm() && returnedFloat.isZero())
return true;
// If not matched in the above cases, they should have the same bit pattern.
if (originalFloat.bits() == returnedFloat.bits())
return true;
log << "Error: found unmatched 16-bit and 16-bit floats: 0x"
<< std::hex << original << " <=> 0x" << returned
<< " (" << originalFloat.asFloat() << " <=> " << returnedFloat.asFloat() << ")";
error = log.str();
return false;
}
bool compare16BitFloat64 (double original, deUint16 returned, RoundingModeFlags flags, tcu::TestLog& log)
{
// We only support RTE, RTZ, or both.
DE_ASSERT(static_cast<int>(flags) > 0 && static_cast<int>(flags) < 4);
const Float64 originalFloat (original);
const Float16 returnedFloat (returned);
// Zero are turned into zero under both RTE and RTZ.
if (originalFloat.isZero())
{
if (returnedFloat.isZero())
return true;
log << TestLog::Message << "Error: expected zero but returned " << returned << TestLog::EndMessage;
return false;
}
// Any denormalized value input into a shader may be flushed to 0.
if (originalFloat.isDenorm() && returnedFloat.isZero())
return true;
// Inf are always turned into Inf with the same sign, too.
if (originalFloat.isInf())
{
if (returnedFloat.isInf() && originalFloat.signBit() == returnedFloat.signBit())
return true;
log << TestLog::Message << "Error: expected Inf but returned " << returned << TestLog::EndMessage;
return false;
}
// NaN are always turned into NaN, too.
if (originalFloat.isNaN())
{
if (returnedFloat.isNaN())
return true;
log << TestLog::Message << "Error: expected NaN but returned " << returned << TestLog::EndMessage;
return false;
}
// Check all rounding modes
for (int bitNdx = 0; bitNdx < 2; ++bitNdx)
{
if ((flags & (1u << bitNdx)) == 0)
continue; // This rounding mode is not selected.
const Float16 expectedFloat (deFloat64To16Round(original, deRoundingMode(bitNdx)));
// Any denormalized value potentially generated by any instruction in a shader may be flushed to 0.
if (expectedFloat.isDenorm() && returnedFloat.isZero())
return true;
// If not matched in the above cases, they should have the same bit pattern.
if (expectedFloat.bits() == returnedFloat.bits())
return true;
}
log << TestLog::Message << "Error: found unmatched 64-bit and 16-bit floats: " << originalFloat.bits() << " vs " << returned << TestLog::EndMessage;
return false;
}
bool compare32BitFloat (float expected, float returned, tcu::TestLog& log)
{
const Float32 expectedFloat (expected);
const Float32 returnedFloat (returned);
// Any denormalized value potentially generated by any instruction in a shader may be flushed to 0.
if (expectedFloat.isDenorm() && returnedFloat.isZero())
return true;
{
const Float16 originalFloat (deFloat32To16(expected));
// Any denormalized value input into a shader may be flushed to 0.
if (originalFloat.isDenorm() && returnedFloat.isZero())
return true;
}
if (expectedFloat.isNaN())
{
if (returnedFloat.isNaN())
return true;
log << TestLog::Message << "Error: expected NaN but returned " << returned << TestLog::EndMessage;
return false;
}
if (returned == expected)
return true;
log << TestLog::Message << "Error: found unmatched 32-bit float: expected " << expectedFloat.bits() << " vs. returned " << returnedFloat.bits() << TestLog::EndMessage;
return false;
}
bool compare64BitFloat (double expected, double returned, tcu::TestLog& log)
{
const Float64 expectedDouble (expected);
const Float64 returnedDouble (returned);
// Any denormalized value potentially generated by any instruction in a shader may be flushed to 0.
if (expectedDouble.isDenorm() && returnedDouble.isZero())
return true;
{
const Float16 originalDouble (deFloat64To16(expected));
// Any denormalized value input into a shader may be flushed to 0.
if (originalDouble.isDenorm() && returnedDouble.isZero())
return true;
}
if (expectedDouble.isNaN())
{
if (returnedDouble.isNaN())
return true;
log << TestLog::Message << "Error: expected NaN but returned " << returned << TestLog::EndMessage;
return false;
}
if (returned == expected)
return true;
log << TestLog::Message << "Error: found unmatched 64-bit float: expected " << expectedDouble.bits() << " vs. returned " << returnedDouble.bits() << TestLog::EndMessage;
return false;
}
Move<VkBuffer> createBufferForResource (const DeviceInterface& vk, const VkDevice vkDevice, const Resource& resource, deUint32 queueFamilyIndex)
{
const vk::VkDescriptorType resourceType = resource.getDescriptorType();
vector<deUint8> resourceBytes;
resource.getBytes(resourceBytes);
const VkBufferCreateInfo resourceBufferParams =
{
VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO, // sType
DE_NULL, // pNext
(VkBufferCreateFlags)0, // flags
(VkDeviceSize)resourceBytes.size(), // size
(VkBufferUsageFlags)getMatchingBufferUsageFlagBit(resourceType), // usage
VK_SHARING_MODE_EXCLUSIVE, // sharingMode
1u, // queueFamilyCount
&queueFamilyIndex, // pQueueFamilyIndices
};
return createBuffer(vk, vkDevice, &resourceBufferParams);
}
Move<VkImage> createImageForResource (const DeviceInterface& vk, const VkDevice vkDevice, const Resource& resource, VkFormat inputFormat, deUint32 queueFamilyIndex)
{
const VkImageCreateInfo resourceImageParams =
{
VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO, // VkStructureType sType;
DE_NULL, // const void* pNext;
0u, // VkImageCreateFlags flags;
VK_IMAGE_TYPE_2D, // VkImageType imageType;
inputFormat, // VkFormat format;
{ 8, 8, 1 }, // VkExtent3D extent;
1u, // deUint32 mipLevels;
1u, // deUint32 arraySize;
VK_SAMPLE_COUNT_1_BIT, // deUint32 samples;
VK_IMAGE_TILING_OPTIMAL, // VkImageTiling tiling;
getMatchingImageUsageFlags(resource.getDescriptorType()), // VkImageUsageFlags usage;
VK_SHARING_MODE_EXCLUSIVE, // VkSharingMode sharingMode;
1u, // deUint32 queueFamilyCount;
&queueFamilyIndex, // const deUint32* pQueueFamilyIndices;
VK_IMAGE_LAYOUT_UNDEFINED // VkImageLayout initialLayout;
};
return createImage(vk, vkDevice, &resourceImageParams);
}
void copyBufferToImage (const DeviceInterface& vk, const VkDevice& device, const VkQueue& queue, VkCommandBuffer cmdBuffer, VkBuffer buffer, VkImage image, VkImageAspectFlags aspect)
{
const VkBufferImageCopy copyRegion =
{
0u, // VkDeviceSize bufferOffset;
0u, // deUint32 bufferRowLength;
0u, // deUint32 bufferImageHeight;
{
aspect, // VkImageAspectFlags aspect;
0u, // deUint32 mipLevel;
0u, // deUint32 baseArrayLayer;
1u, // deUint32 layerCount;
}, // VkImageSubresourceLayers imageSubresource;
{ 0, 0, 0 }, // VkOffset3D imageOffset;
{ 8, 8, 1 } // VkExtent3D imageExtent;
};
// Copy buffer to image
beginCommandBuffer(vk, cmdBuffer);
copyBufferToImage(vk, cmdBuffer, buffer, VK_WHOLE_SIZE, vector<VkBufferImageCopy>(1, copyRegion), aspect, 1u, 1u, image, VK_IMAGE_LAYOUT_GENERAL, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
endCommandBuffer(vk, cmdBuffer);
submitCommandsAndWait(vk, device, queue, cmdBuffer);
}
VkImageAspectFlags getImageAspectFlags (VkFormat format)
{
const tcu::TextureFormat::ChannelOrder channelOrder = vk::mapVkFormat(format).order;
VkImageAspectFlags aspectFlags = (VkImageAspectFlags)0u;
if (tcu::hasDepthComponent(channelOrder))
aspectFlags |= VK_IMAGE_ASPECT_DEPTH_BIT;
if (tcu::hasStencilComponent(channelOrder))
aspectFlags |= VK_IMAGE_ASPECT_STENCIL_BIT;
if (!aspectFlags)
aspectFlags |= VK_IMAGE_ASPECT_COLOR_BIT;
return aspectFlags;
}
TestStatus runAndVerifyUnusedVariablePipeline (Context &context, UnusedVariableContext unusedVariableContext)
{
return runAndVerifyDefaultPipeline(context, unusedVariableContext.instanceContext);
}
TestStatus runAndVerifyDefaultPipeline (Context& context, InstanceContext instance)
{
if (getMinRequiredVulkanVersion(instance.resources.spirvVersion) > context.getUsedApiVersion())
{
TCU_THROW(NotSupportedError, string("Vulkan higher than or equal to " + getVulkanName(getMinRequiredVulkanVersion(instance.resources.spirvVersion)) + " is required for this test to run").c_str());
}
const DeviceInterface& vk = context.getDeviceInterface();
const InstanceInterface& vkInstance = context.getInstanceInterface();
const VkPhysicalDevice vkPhysicalDevice = context.getPhysicalDevice();
const deUint32 queueFamilyIndex = context.getUniversalQueueFamilyIndex();
const VkQueue queue = context.getUniversalQueue();
const VkDevice& device = context.getDevice();
Allocator& allocator = context.getDefaultAllocator();
vector<ModuleHandleSp> modules;
map<VkShaderStageFlagBits, VkShaderModule> moduleByStage;
const deUint32 fullRenderSize = 256;
const deUint32 quarterRenderSize = 64;
const tcu::UVec2 renderSize (fullRenderSize, fullRenderSize);
const int testSpecificSeed = 31354125;
const int seed = context.getTestContext().getCommandLine().getBaseSeed() ^ testSpecificSeed;
bool supportsGeometry = false;
bool supportsTessellation = false;
bool hasGeometry = false;
bool hasTessellation = false;
const bool hasPushConstants = !instance.pushConstants.empty();
const deUint32 numInResources = static_cast<deUint32>(instance.resources.inputs.size());
const deUint32 numOutResources = static_cast<deUint32>(instance.resources.outputs.size());
const deUint32 numResources = numInResources + numOutResources;
const bool needInterface = !instance.interfaces.empty();
const VkPhysicalDeviceFeatures& features = context.getDeviceFeatures();
const Vec4 defaulClearColor (0.125f, 0.25f, 0.75f, 1.0f);
bool splitRenderArea = instance.splitRenderArea;
const deUint32 renderDimension = splitRenderArea ? quarterRenderSize : fullRenderSize;
const int numRenderSegments = splitRenderArea ? 4 : 1;
supportsGeometry = features.geometryShader == VK_TRUE;
supportsTessellation = features.tessellationShader == VK_TRUE;
hasGeometry = (instance.requiredStages & VK_SHADER_STAGE_GEOMETRY_BIT);
hasTessellation = (instance.requiredStages & VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT) ||
(instance.requiredStages & VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
if (hasGeometry && !supportsGeometry)
{
TCU_THROW(NotSupportedError, "Geometry not supported");
}
if (hasTessellation && !supportsTessellation)
{
TCU_THROW(NotSupportedError, "Tessellation not supported");
}
// Check all required extensions are supported
for (std::vector<std::string>::const_iterator i = instance.requiredDeviceExtensions.begin(); i != instance.requiredDeviceExtensions.end(); ++i)
{