spv_shader_gen: Optimize z-negation

Use `OpComposite{Insert, Extract}` rather than access chains
This commit is contained in:
Wunkolo 2024-03-03 09:47:42 -08:00
parent 319a278bf9
commit 5c631e0e55

View File

@ -103,12 +103,15 @@ void VertexModule::DefineInterface() {
Id VertexModule::WriteFuncSanitizeVertex() {
const Id func_type = TypeFunction(ids.vec_ids.Get(4), ids.vec_ids.Get(4));
const Id func = Name(OpFunction(ids.vec_ids.Get(4), spv::FunctionControlMask::MaskNone, func_type), "SanitizeVertex");
const Id func =
Name(OpFunction(ids.vec_ids.Get(4), spv::FunctionControlMask::MaskNone, func_type),
"SanitizeVertex");
const Id arg_pos = OpFunctionParameter(ids.vec_ids.Get(4));
AddLabel(OpLabel());
const Id result = AddLocalVariable(TypePointer(spv::StorageClass::Function, ids.vec_ids.Get(4)), spv::StorageClass::Function);
const Id result = AddLocalVariable(TypePointer(spv::StorageClass::Function, ids.vec_ids.Get(4)),
spv::StorageClass::Function);
OpStore(result, arg_pos);
const Id pos_z = OpCompositeExtract(ids.f32_id, arg_pos, 2);
@ -130,7 +133,8 @@ Id VertexModule::WriteFuncSanitizeVertex() {
AddLabel(true_label);
// .z = 0.0f;
OpStore(result, OpCompositeInsert(ids.vec_ids.Get(4), ConstantNull(ids.f32_id), arg_pos, 2));
OpStore(result,
OpCompositeInsert(ids.vec_ids.Get(4), ConstantNull(ids.f32_id), arg_pos, 2));
OpBranch(end_label);
AddLabel(end_label);
@ -180,13 +184,13 @@ std::vector<u32> GenerateTrivialVertexShader(bool use_clip_planes) {
const Id pos_sanitized =
code.OpFunctionCall(ids.vec_ids.Get(4), ids.sanitize_vertex,
code.OpLoad(ids.vec_ids.Get(4), ids.vert_in_position_id));
code.OpStore(ids.gl_position, pos_sanitized);
// Negate Z
const Id pos_z = code.OpAccessChain(code.TypePointer(spv::StorageClass::Output, ids.f32_id),
ids.gl_position, code.Constant(ids.u32_id, 2));
const Id neg_z =
code.OpFNegate(ids.f32_id, code.OpCompositeExtract(ids.f32_id, pos_sanitized, 2));
const Id negated_z = code.OpCompositeInsert(ids.vec_ids.Get(4), neg_z, pos_sanitized, 2);
code.OpStore(pos_z, code.OpFNegate(ids.f32_id, code.OpLoad(ids.f32_id, pos_z)));
code.OpStore(ids.gl_position, negated_z);
// Pass-through
code.OpStore(ids.vert_out_color_id, code.OpLoad(ids.vec_ids.Get(4), ids.vert_in_color_id));