shader: initialize pixel position W as a reciprocal

This commit is contained in:
nmzik
2026-09-06 19:38:15 +04:00
parent 807a594c2d
commit e847f82fab
2 changed files with 31 additions and 5 deletions
+28 -4
View File
@@ -1187,6 +1187,8 @@ struct GraphicsCase {
bool pixel_front_face = false;
u32 layers = 1;
vk::SampleCountFlagBits samples = vk::SampleCountFlagBits::e1;
bool pixel_position_w = false;
float vertex_clip_w = 1.0f;
};
struct CompiledShader {
@@ -1530,6 +1532,7 @@ CompiledShader CompileFragmentCase(const GraphicsCase &test) {
pixel_info.ps_no_perspective = test.pixel_no_perspective;
pixel_info.ps_ancillary = test.pixel_ancillary;
pixel_info.ps_front_face = test.pixel_front_face;
pixel_info.ps_pos_w = test.pixel_position_w;
pixel_info.ps_system_input_base = 2;
for (u32 i = 0; i < std::size(pixel_info.interpolator_settings); i++) {
pixel_info.interpolator_settings[i] = i;
@@ -1615,7 +1618,7 @@ enum : u32 {
OpReturn = 253,
};
std::vector<u32> MakePassthroughVertexSpirv(bool layered) {
std::vector<u32> MakePassthroughVertexSpirv(bool layered, float clip_w = 1.0f) {
using ShaderRecompiler::Spirv::Builder;
Builder b;
@@ -1640,7 +1643,8 @@ std::vector<u32> MakePassthroughVertexSpirv(bool layered) {
const auto func_type = b.Type(OpTypeFunction, {void_type});
const auto const_u32_0 = b.Constant(OpConstant, uint_type, {0});
const auto const_f32_0 = b.Constant(OpConstant, float_type, {0x00000000u});
const auto const_f32_1 = b.Constant(OpConstant, float_type, {0x3f800000u});
const auto const_f32_w =
b.Constant(OpConstant, float_type, {std::bit_cast<u32>(clip_w)});
const auto in_pos = b.DefineGlobalVariable(ptr_input_vec2, StorageClassInput);
const auto in_color =
b.DefineGlobalVariable(ptr_input_vec4, StorageClassInput);
@@ -1685,7 +1689,7 @@ std::vector<u32> MakePassthroughVertexSpirv(bool layered) {
b.AddFunction({OpCompositeExtract, float_type, pos_x, pos2, 0});
b.AddFunction({OpCompositeExtract, float_type, pos_y, pos2, 1});
b.AddFunction({OpCompositeConstruct, vec4_type, position, pos_x, pos_y,
const_f32_0, const_f32_1});
const_f32_0, const_f32_w});
b.AddFunction(
{OpAccessChain, ptr_output_vec4, position_ptr, per_vertex, const_u32_0});
b.AddFunction({OpStore, position_ptr, position});
@@ -11475,7 +11479,8 @@ public:
std::vector<u32> RenderFragment(const GraphicsCase &test,
const CompiledShader &fragment) {
const auto vertex_spirv = TestSpv::MakePassthroughVertexSpirv(test.layers > 1);
const auto vertex_spirv =
TestSpv::MakePassthroughVertexSpirv(test.layers > 1, test.vertex_clip_w);
ValidateSpirv(test.name, vertex_spirv);
Image target =
@@ -23018,6 +23023,19 @@ GraphicsCase GraphicsInterpolationExport() {
O::V_MOV_B32, O::EXP, O::S_ENDPGM}};
}
GraphicsCase GraphicsPositionWExport() {
GraphicsCase test;
test.name = "GraphicsPositionWExport";
test.pixel_position_w = true;
test.vertex_clip_w = 4.0f;
// POS_W occupies v2; the rasterizer supplies FragCoord.w=1/4 for this triangle.
test.fragment_code = {EncodeExp0(0x00, 0xf), EncodeExp1(2, 2, 2, 2)};
AppendEnd(&test.fragment_code);
test.expected_pixel = {0x40800000u, 0x40800000u, 0x40800000u, 0x40800000u};
test.opcodes = {ShaderOpcode::EXP, ShaderOpcode::S_ENDPGM};
return test;
}
GraphicsCase GraphicsAncillaryLayer(bool front_face) {
GraphicsCase test;
test.name = front_face ? "GraphicsAncillaryAfterFrontFace" : "GraphicsAncillaryLayer";
@@ -23638,6 +23656,7 @@ std::vector<TestCase> MakeCases() {
std::vector<GraphicsCase> MakeGraphicsCases() {
return {
GraphicsInterpolationExport(),
GraphicsPositionWExport(),
GraphicsAncillaryLayer(false),
GraphicsAncillaryLayer(true),
GraphicsAncillarySampleId(),
@@ -27937,6 +27956,11 @@ int main(int argc, char **argv) {
RunCase(&vulkan, SharedReturnKeepsSelectedValues());
return 0;
}
if (argc == 2 && std::strcmp(argv[1], "--position-w-only") == 0) {
VulkanHarness vulkan;
RunGraphicsCase(&vulkan, GraphicsPositionWExport());
return 0;
}
if (argc == 2 && std::strcmp(argv[1], "--clip-control-only") == 0) {
CheckClipControlDepthClipState();
return 0;