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Force inline functions that takes InputPatch and OutputPatch #6407

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4 changes: 4 additions & 0 deletions source/slang/slang-ir-specialize-resources.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1359,6 +1359,10 @@ bool isIllegalGLSLParameterType(IRType* type)
return true;
if (as<IRDynamicResourceType>(type))
return true;
if (as<IRHLSLInputPatchType>(type))
return true;
if (as<IRHLSLOutputPatchType>(type))
return true;
return false;
}

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5 changes: 5 additions & 0 deletions source/slang/slang-ir.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -5259,6 +5259,11 @@ IRInst* IRBuilder::emitElementAddress(IRInst* basePtr, IRInst* index)
SLANG_ASSERT(as<IRIntLit>(index));
type = (IRType*)tupleType->getOperand(getIntVal(index));
}
else if (auto hlslInputPatchType = as<IRHLSLInputPatchType>(valueType))
{
type = hlslInputPatchType->getElementType();
}

SLANG_RELEASE_ASSERT(type);
auto inst = createInst<IRGetElementPtr>(
this,
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100 changes: 100 additions & 0 deletions tests/spirv/tessellation-patch-as-argument.slang
Original file line number Diff line number Diff line change
@@ -0,0 +1,100 @@
//TEST:SIMPLE(filecheck=HULL): -target spirv -stage hull -entry hullMain
//TEST:SIMPLE(filecheck=DOMAIN): -target spirv -stage domain -entry domainMain

// Testing if `InputPatch` and `OutputPatch` can be used as function arguments.
// `[ForceInline]` can be used to workaround but it should work without it.

// HULL: OpEntryPoint TessellationControl %hullMain
// HULL: = OpVariable %{{[a-zA-Z_0-9]*}} Input

// DOMAIN: OpEntryPoint TessellationEvaluation %domainMain
// DOMAIN: = OpVariable %{{[a-zA-Z_0-9]*}} Output

struct VS_OUT
{
float3 position : POSITION;
};

struct HS_OUT
{
float3 position : POSITION;
};

struct HSC_OUT
{
float EdgeTessFactor[4] : SV_TessFactor;
float InsideTessFactor[2] : SV_InsideTessFactor;
};

struct DS_OUT
{
float4 position : SV_Position;
};


VS_OUT GetInputPatch(InputPatch<VS_OUT, 4> patch, int index)
{
return patch[index];
}

// Hull Shader (HS)
[domain("quad")]
[partitioning("integer")]
[outputtopology("triangle_cw")]
[outputcontrolpoints(4)]
[patchconstantfunc("constants")]
HS_OUT hullMain(InputPatch<VS_OUT, 4> patch, uint i : SV_OutputControlPointID)
{
HS_OUT o;
o.position = patch[i].position;
return o;
}

HSC_OUT constants(InputPatch<VS_OUT, 4> patch)
{
float3 p0 = GetInputPatch(patch, 0).position;
float3 p1 = patch[1].position;
float3 p2 = patch[2].position;
float3 p3 = patch[3].position;

HSC_OUT o;
o.EdgeTessFactor[0] = dot(p0, p1);
o.EdgeTessFactor[1] = dot(p0, p3);
o.EdgeTessFactor[2] = dot(p2, p3);
o.EdgeTessFactor[3] = dot(p1, p2);
o.InsideTessFactor[0] = lerp(o.EdgeTessFactor[1], o.EdgeTessFactor[3], 0.5);
o.InsideTessFactor[1] = lerp(o.EdgeTessFactor[0], o.EdgeTessFactor[2], 0.5);
return o;
}

HS_OUT GetOutputPatch(const OutputPatch<HS_OUT, 4> patch, int index)
{
return patch[index];
}

[domain("quad")]
DS_OUT domainMain(
float2 uv : SV_DomainLocation, // Tessellated coordinates (u, v)
const OutputPatch<HS_OUT, 4> patch, // Control points from the hull shader
const HSC_OUT patchConstants // Patch constants calculated by the hull shader
)
{
DS_OUT o;

// Interpolate the position of the tessellated point within the patch
float3 p0 = GetOutputPatch(patch, 0).position;
float3 p1 = patch[1].position;
float3 p2 = patch[2].position;
float3 p3 = patch[3].position;

// Bilinear interpolation of the position in the quad
float3 interpolatedPosition =
p0 * (1 - uv.x) * (1 - uv.y)
+ p1 * uv.x * (1 - uv.y)
+ p3 * uv.x * uv.y
+ p2 * (1 - uv.x) * uv.y;

// Output final position in clip space
o.position = float4(interpolatedPosition, 1.0);
return o;
}
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