/// <summary> /// Calculate number of words to fit complete instruction bytecode. /// </summary> /// <returns>Number of words in instruction bytecode.</returns> public override uint GetWordCount() { uint wordCount = 0; wordCount += AddressingModel.GetWordCount(); wordCount += Value.GetWordCount(); return(wordCount); }
public void EmptyShaderReflectionTest() { byte[] vertexByteCode; byte[] framentByteCode; { var vertexShaderMain = new Function(Spv.FunctionControl.CreateNone(), new TypeFunction() { ReturnType = SpirvTypeBase.Void }, "main") .SetUp(_ => _ .ThenLabel() .ThenReturn() ); var shader = new ShaderReflection() .WithCapability(Capability.Shader()) .WithExtInstImport("GLSL.std.450") .WithMemoryModel(AddressingModel.Logical(), MemoryModel.GLSL450()) .WithEntryPoint(ExecutionModel.Vertex(), vertexShaderMain) .BuildShader(); vertexByteCode = shader.Build(); } { var fragmentShaderMain = new Function(Spv.FunctionControl.CreateNone(), new TypeFunction() { ReturnType = SpirvTypeBase.Void }, "main") .SetUp(_ => _ .ThenLabel() .ThenReturn() ); var shader = new ShaderReflection() .WithCapability(Capability.Shader()) .WithExtInstImport("GLSL.std.450") .WithMemoryModel(AddressingModel.Logical(), MemoryModel.GLSL450()) .WithEntryPoint(ExecutionModel.Fragment(), fragmentShaderMain) .BuildShader(); framentByteCode = shader .Build(); } var shaders = ResourceFactory.CreateFromSpirv( new ShaderDescription(ShaderStages.Vertex, vertexByteCode, "main"), new ShaderDescription(ShaderStages.Fragment, framentByteCode, "main")); var readRenderTargetPixel = RenderQuad(shaders); Assert.AreEqual(new RgbaByte(0, 0, 0, 255), readRenderTargetPixel); }
public Module(uint version) { _version = version; _bound = 1; _capabilities = new List <Capability>(); _extensions = new List <string>(); _extInstImports = new List <Instruction>(); _addressingModel = AddressingModel.Logical; _memoryModel = MemoryModel.Simple; _entrypoints = new List <Instruction>(); _executionModes = new List <Instruction>(); _debug = new List <Instruction>(); _annotations = new List <Instruction>(); _typeDeclarations = new List <Instruction>(); _globals = new List <Instruction>(); _functionsDeclarations = new List <Instruction>(); _functionsDefinitions = new List <Instruction>(); }
public Module(uint version, GeneratorPool <Instruction> instPool = null, GeneratorPool <LiteralInteger> integerPool = null) { _version = version; _bound = 1; _capabilities = new List <Capability>(); _extensions = new List <string>(); _extInstImports = new Dictionary <DeterministicStringKey, Instruction>(); _addressingModel = AddressingModel.Logical; _memoryModel = MemoryModel.Simple; _entrypoints = new List <Instruction>(); _executionModes = new List <Instruction>(); _debug = new List <Instruction>(); _annotations = new List <Instruction>(); _typeDeclarations = new Dictionary <TypeDeclarationKey, Instruction>(); _constants = new Dictionary <ConstantKey, Instruction>(); _globals = new List <Instruction>(); _functionsDeclarations = new List <Instruction>(); _functionsDefinitions = new List <Instruction>(); _instPool = instPool ?? new GeneratorPool <Instruction>(); _integerPool = integerPool ?? new GeneratorPool <LiteralInteger>(); LiteralInteger.RegisterPool(_integerPool); }
/// <summary> /// Write instruction operands into bytecode stream. /// </summary> /// <param name="writer">Bytecode writer.</param> public override void WriteOperands(WordWriter writer) { AddressingModel.Write(writer); Value.Write(writer); }
public MemoryModel(AddressingModel addressingModel, Native.MemoryModel memoryMode) { AddressingModel = addressingModel; MemoryMode = memoryMode; }
public void GreenQuadReflectionTest() { byte[] vertexByteCode; byte[] framentByteCode; { var const_1f = new Constant(-1.0f); var const1f = new Constant(1.0f); var const0f = new Constant(0.0f); var const0i = new Constant(0); var arrayType = new TypeArray(SpirvTypeBase.Vec4, 4); var a = new ConstantComposite(SpirvTypeBase.Vec4, const_1f, const1f, const0f, const1f); var b = new ConstantComposite(SpirvTypeBase.Vec4, const1f, const1f, const1f, const1f); var c = new ConstantComposite(SpirvTypeBase.Vec4, const_1f, const_1f, const0f, const1f); var d = new ConstantComposite(SpirvTypeBase.Vec4, const1f, const_1f, const1f, const1f); var positions = new ConstantComposite(arrayType, a, b, c, d); var clipArrayType = new TypeArray(SpirvTypeBase.Float, 1); var gl_PerVertex = new TypeStruct("gl_PerVertex", new TypeStructureField(SpirvTypeBase.Vec4, "gl_Position") .WithDecoration(Decoration.BuiltIn(BuiltIn.Position())), new TypeStructureField(SpirvTypeBase.Float, "gl_PointSize") .WithDecoration(Decoration.BuiltIn(BuiltIn.PointSize())), new TypeStructureField(clipArrayType, "gl_ClipDistance") .WithDecoration(Decoration.BuiltIn(BuiltIn.ClipDistance())), new TypeStructureField(clipArrayType, "gl_CullDistance") .WithDecoration(Decoration.BuiltIn(BuiltIn.CullDistance())) ).WithDecoration(Decoration.Block()); var outputVar = new Variable(gl_PerVertex.MakePointer(StorageClass.Output()), StorageClass.Output(), null, ""); var localVar = new Variable( arrayType.MakePointer(StorageClass.Function()), StorageClass.Function(), null, "indexable"); Node positionPointer = new AccessChain(SpirvTypeBase.Vec4.MakePointer(StorageClass.Output()), outputVar, new[] { const0i }); var glVertexIndex = Variable.gl_VertexIndex(); Node position = new Load(SpirvTypeBase.Vec4, new AccessChain(SpirvTypeBase.Vec4.MakePointer(StorageClass.Function()), localVar, new Node[] { new Load(SpirvTypeBase.Int, glVertexIndex, null) }), null); var vertexShaderMain = new Function(Spv.FunctionControl.Enumerant.None, new TypeFunction() { ReturnType = SpirvTypeBase.Void }, "main") .SetUp(_ => _ .ThenLabel() .ThenStore(localVar, positions, null) .ThenStore(positionPointer, position, null) .ThenReturn() ); var reflection = new ShaderReflection() .WithCapability(Capability.Shader()) .WithExtInstImport("GLSL.std.450") .WithMemoryModel(AddressingModel.Logical(), MemoryModel.GLSL450()) .WithEntryPoint(ExecutionModel.Vertex(), vertexShaderMain, "main"); var shader = reflection .BuildShader(); vertexByteCode = shader.Build(); Console.WriteLine("-----------------------"); Node node = reflection.EntryPointInstructions.First().Value; while (node != null) { Console.WriteLine($".Then(new {node})"); node = node.GetNext(); } //var vertexSource = @"#version 450 //#extension GL_KHR_vulkan_glsl : enable //const vec4 QuadInfos[4] = //{ // vec4(-1, 1, 0, 1), // vec4(1, 1, 1, 1), // vec4(-1, -1, 0, 1), // vec4(1, -1, 1, 1), //}; //void main() //{ // gl_Position = QuadInfos[gl_VertexIndex]; //}"; //vertexByteCode = ShaderTestBase.CompileToBytecode(vertexSource, ShaderStages.Vertex, true, true); } { var const0f = new Constant(0.0f); var const1f = new Constant(1.0f); var redColor = new ConstantComposite(SpirvTypeBase.Vec4, const0f, const1f, const0f, const1f); var v = new Variable(SpirvTypeBase.Vec4.MakePointer(StorageClass.Output()), StorageClass.Output(), null, "fsout_Color0") { Location = 0 }; var fragmentShaderMain = new Function(Spv.FunctionControl.Enumerant.None, new TypeFunction(SpirvTypeBase.Void), "main") .SetUp(_ => _ .ThenLabel() .ThenStore(v, redColor, null) .ThenReturn() ); var reflection = new ShaderReflection() .WithCapability(Capability.Shader()) .WithExtInstImport("GLSL.std.450") .WithMemoryModel(AddressingModel.Logical(), MemoryModel.GLSL450()) .WithEntryPoint(ExecutionModel.Fragment(), fragmentShaderMain, "main") .WithExecutionMode(fragmentShaderMain, ExecutionMode.OriginUpperLeft()); var shader = reflection .BuildShader(); framentByteCode = shader .Build(); Console.WriteLine("-----------------------"); Node node = reflection.EntryPointInstructions.First().Value; while (node != null) { Console.WriteLine($".Then(new {node})"); node = node.GetNext(); } // var fragmentSource = @"#version 450 //layout(location = 0) out vec4 fsout_Color0; //void main() //{ // fsout_Color0 = vec4(0,1,0,1); //}"; // framentByteCode = ShaderTestBase.CompileToBytecode(fragmentSource, ShaderStages.Fragment, true, true); } { var glsl = Veldrid.SPIRV.SpirvCompilation.CompileVertexFragment(vertexByteCode, framentByteCode, CrossCompileTarget.GLSL); Console.WriteLine(glsl.VertexShader); Console.WriteLine(glsl.FragmentShader); } var shaders = ResourceFactory.CreateFromSpirv( new ShaderDescription(ShaderStages.Vertex, vertexByteCode, "main"), new ShaderDescription(ShaderStages.Fragment, framentByteCode, "main")); var readRenderTargetPixel = RenderQuad(shaders); Assert.AreEqual(new RgbaByte(0, 255, 0, 255), readRenderTargetPixel); }
public void SetMemoryModel(AddressingModel addressingModel, MemoryModel memoryModel) { _addressingModel = addressingModel; _memoryModel = memoryModel; }