Private->Function variables, fragment output, geometry shader tweaks.
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@@ -83,19 +83,19 @@ void SpirvShaderTranslator::StartTranslation() {
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registers_type_ =
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b.makeArrayType(vec4_float_type_, b.makeUintConstant(64), 0);
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registers_ptr_ = b.createVariable(spv::StorageClass::StorageClassPrivate,
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registers_ptr_ = b.createVariable(spv::StorageClass::StorageClassFunction,
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registers_type_, "r");
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aL_ = b.createVariable(spv::StorageClass::StorageClassPrivate,
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aL_ = b.createVariable(spv::StorageClass::StorageClassFunction,
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vec4_uint_type_, "aL");
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p0_ = b.createVariable(spv::StorageClass::StorageClassPrivate, bool_type_,
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p0_ = b.createVariable(spv::StorageClass::StorageClassFunction, bool_type_,
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"p0");
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ps_ = b.createVariable(spv::StorageClass::StorageClassPrivate, float_type_,
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ps_ = b.createVariable(spv::StorageClass::StorageClassFunction, float_type_,
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"ps");
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pv_ = b.createVariable(spv::StorageClass::StorageClassPrivate,
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pv_ = b.createVariable(spv::StorageClass::StorageClassFunction,
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vec4_float_type_, "pv");
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a0_ = b.createVariable(spv::StorageClass::StorageClassPrivate,
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a0_ = b.createVariable(spv::StorageClass::StorageClassFunction,
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b.makeUintType(32), "a0");
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// Uniform constants.
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@@ -110,7 +110,7 @@ void SpirvShaderTranslator::StartTranslation() {
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{float_consts_type, loop_consts_type, bool_consts_type}, "consts_type");
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b.addDecoration(consts_struct_type, spv::Decoration::DecorationBlock);
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// Constants member decorations
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// Constants member decorations.
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b.addMemberDecoration(consts_struct_type, 0,
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spv::Decoration::DecorationOffset, 0);
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b.addMemberDecoration(consts_struct_type, 0,
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@@ -144,11 +144,11 @@ void SpirvShaderTranslator::StartTranslation() {
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b.addDecoration(consts_, spv::Decoration::DecorationBinding, 1);
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}
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// Interpolators
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// Interpolators.
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Id interpolators_type =
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b.makeArrayType(vec4_float_type_, b.makeUintConstant(16), 0);
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if (is_vertex_shader()) {
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// Vertex inputs/outputs
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// Vertex inputs/outputs.
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for (const auto& binding : vertex_bindings()) {
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for (const auto& attrib : binding.attributes) {
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Id attrib_type = 0;
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@@ -204,13 +204,22 @@ void SpirvShaderTranslator::StartTranslation() {
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b.addDecoration(pos_, spv::Decoration::DecorationBuiltIn,
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spv::BuiltIn::BuiltInPosition);
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} else {
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// Pixel inputs/outputs
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// Pixel inputs from vertex shader.
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interpolators_ = b.createVariable(spv::StorageClass::StorageClassInput,
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interpolators_type, "interpolators");
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b.addDecoration(interpolators_, spv::Decoration::DecorationNoPerspective);
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b.addDecoration(interpolators_, spv::Decoration::DecorationLocation, 0);
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// Copy interpolators to r[0..16]
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// Pixel fragment outputs (one per render target).
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Id frag_outputs_type =
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b.makeArrayType(vec4_float_type_, b.makeUintConstant(4), 0);
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frag_outputs_ = b.createVariable(spv::StorageClass::StorageClassOutput,
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frag_outputs_type, "o");
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b.addDecoration(frag_outputs_, spv::Decoration::DecorationLocation, 0);
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// TODO(benvanik): frag depth, etc.
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// Copy interpolators to r[0..16].
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b.createNoResultOp(spv::Op::OpCopyMemorySized,
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{registers_ptr_, interpolators_,
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b.makeUintConstant(16 * 4 * sizeof(float))});
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@@ -916,7 +925,7 @@ Id SpirvShaderTranslator::LoadFromOperand(const InstructionOperand& op) {
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switch (op.storage_source) {
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case InstructionStorageSource::kRegister:
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storage_pointer = registers_ptr_;
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storage_class = spv::StorageClass::StorageClassPrivate;
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storage_class = spv::StorageClass::StorageClassFunction;
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storage_type = vec4_float_type_;
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storage_offsets.push_back(storage_index);
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break;
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@@ -1040,7 +1049,7 @@ void SpirvShaderTranslator::StoreToResult(Id source_value_id,
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switch (result.storage_target) {
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case InstructionStorageTarget::kRegister:
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storage_pointer = registers_ptr_;
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storage_class = spv::StorageClass::StorageClassPrivate;
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storage_class = spv::StorageClass::StorageClassFunction;
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storage_type = vec4_float_type_;
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storage_offsets.push_back(storage_index);
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storage_array = true;
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@@ -1068,7 +1077,12 @@ void SpirvShaderTranslator::StoreToResult(Id source_value_id,
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break;
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case InstructionStorageTarget::kColorTarget:
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assert_true(is_pixel_shader());
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// TODO(benvanik): result.storage_index
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assert_not_zero(frag_outputs_);
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storage_pointer = frag_outputs_;
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storage_class = spv::StorageClass::StorageClassOutput;
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storage_type = vec4_float_type_;
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storage_offsets.push_back(storage_index);
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storage_array = true;
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break;
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case InstructionStorageTarget::kDepth:
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assert_true(is_pixel_shader());
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