spv_shader_gen: Optimize z-negation
Use `OpComposite{Insert, Extract}` rather than access chains
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319a278bf9
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5c631e0e55
1 changed files with 11 additions and 7 deletions
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@ -103,12 +103,15 @@ void VertexModule::DefineInterface() {
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Id VertexModule::WriteFuncSanitizeVertex() {
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const Id func_type = TypeFunction(ids.vec_ids.Get(4), ids.vec_ids.Get(4));
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const Id func = Name(OpFunction(ids.vec_ids.Get(4), spv::FunctionControlMask::MaskNone, func_type), "SanitizeVertex");
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const Id func =
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Name(OpFunction(ids.vec_ids.Get(4), spv::FunctionControlMask::MaskNone, func_type),
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"SanitizeVertex");
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const Id arg_pos = OpFunctionParameter(ids.vec_ids.Get(4));
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AddLabel(OpLabel());
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const Id result = AddLocalVariable(TypePointer(spv::StorageClass::Function, ids.vec_ids.Get(4)), spv::StorageClass::Function);
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const Id result = AddLocalVariable(TypePointer(spv::StorageClass::Function, ids.vec_ids.Get(4)),
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spv::StorageClass::Function);
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OpStore(result, arg_pos);
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const Id pos_z = OpCompositeExtract(ids.f32_id, arg_pos, 2);
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@ -130,7 +133,8 @@ Id VertexModule::WriteFuncSanitizeVertex() {
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AddLabel(true_label);
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// .z = 0.0f;
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OpStore(result, OpCompositeInsert(ids.vec_ids.Get(4), ConstantNull(ids.f32_id), arg_pos, 2));
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OpStore(result,
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OpCompositeInsert(ids.vec_ids.Get(4), ConstantNull(ids.f32_id), arg_pos, 2));
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OpBranch(end_label);
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AddLabel(end_label);
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@ -180,13 +184,13 @@ std::vector<u32> GenerateTrivialVertexShader(bool use_clip_planes) {
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const Id pos_sanitized =
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code.OpFunctionCall(ids.vec_ids.Get(4), ids.sanitize_vertex,
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code.OpLoad(ids.vec_ids.Get(4), ids.vert_in_position_id));
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code.OpStore(ids.gl_position, pos_sanitized);
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// Negate Z
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const Id pos_z = code.OpAccessChain(code.TypePointer(spv::StorageClass::Output, ids.f32_id),
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ids.gl_position, code.Constant(ids.u32_id, 2));
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const Id neg_z =
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code.OpFNegate(ids.f32_id, code.OpCompositeExtract(ids.f32_id, pos_sanitized, 2));
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const Id negated_z = code.OpCompositeInsert(ids.vec_ids.Get(4), neg_z, pos_sanitized, 2);
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code.OpStore(pos_z, code.OpFNegate(ids.f32_id, code.OpLoad(ids.f32_id, pos_z)));
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code.OpStore(ids.gl_position, negated_z);
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// Pass-through
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code.OpStore(ids.vert_out_color_id, code.OpLoad(ids.vec_ids.Get(4), ids.vert_in_color_id));
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