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Implement the ProcessQuadTessFactorsMax HLSL Function #99146

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9 tasks
Tracked by #99235
farzonl opened this issue Jul 16, 2024 · 0 comments
Open
9 tasks
Tracked by #99235

Implement the ProcessQuadTessFactorsMax HLSL Function #99146

farzonl opened this issue Jul 16, 2024 · 0 comments
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backend:DirectX bot:HLSL HLSL HLSL Language Support metabug Issue to collect references to a group of similar or related issues.

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@farzonl
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farzonl commented Jul 16, 2024

  • Implement ProcessQuadTessFactorsMax clang builtin,
  • Link ProcessQuadTessFactorsMax clang builtin with hlsl_intrinsics.h
  • Add sema checks for ProcessQuadTessFactorsMax to CheckHLSLBuiltinFunctionCall in SemaChecking.cpp
  • Add codegen for ProcessQuadTessFactorsMax to EmitHLSLBuiltinExpr in CGBuiltin.cpp
  • Add codegen tests to clang/test/CodeGenHLSL/builtins/ProcessQuadTessFactorsMax.hlsl
  • Add sema tests to clang/test/SemaHLSL/BuiltIns/ProcessQuadTessFactorsMax-errors.hlsl
  • Create the int_dx_ProcessQuadTessFactorsMax intrinsic in IntrinsicsDirectX.td
  • Create the DXILOpMapping of int_dx_ProcessQuadTessFactorsMax to 106 in DXIL.td
  • Create the ProcessQuadTessFactorsMax.ll and ProcessQuadTessFactorsMax_errors.ll tests in llvm/test/CodeGen/DirectX/

DirectX

DXIL Opcode DXIL OpName Shader Model Shader Stages
106 StorePatchConstant 6.0 ('hull',)

SPIR-V

There is no support for ProcessQuadTessFactorsMax when targeting SPIR-V.

Test Case(s)

Example 1

//dxc ProcessQuadTessFactorsMax_test.hlsl -T hs_6_8 -enable-16bit-types -O0

struct HSPerPatchData
{
	float edges[ 3 ] : SV_TessFactor;
	float inside : SV_InsideTessFactor;
};
struct PSSceneIn {
	float4 pos : SV_Position;
	float2 tex : TEXCOORD0;
	float3 norm : NORMAL;
};
struct HSPerVertexData {
	PSSceneIn v;
};

export HSPerPatchData fn( const InputPatch< PSSceneIn, 3 > points ) {
	HSPerPatchData d;
	float4 edgeFactor;
	float2 insideFactor;float4 p1;
float p2;
float4 p3;
float2 p4;
float2 p5;
ProcessQuadTessFactorsMax(p1, p2, p3, p4, p5);

	d.edges[0]=edgeFactor.x;
	d.edges[1]=edgeFactor.y;
	d.edges[2]=edgeFactor.z + edgeFactor.w;
	d.inside = insideFactor.x + insideFactor.y;
	return d;
}

[domain("tri")]
[outputtopology("triangle_cw")]
[patchconstantfunc("fn")]
[outputcontrolpoints(3)]
[partitioning("pow2")]
HSPerVertexData main( const uint id : SV_OutputControlPointID,const InputPatch< PSSceneIn, 3 > points ) {

	HSPerVertexData v;
	v.v = points[ id ];
	return v;
}

HLSL:

Generates the corrected tessellation factors for a quad patch.

Syntax

void ProcessQuadTessFactorsMax(
  in  float4 RawEdgeFactors,
  in  float InsideScale,
  out float4 RoundedEdgeTessFactors,
  out float2 RoundedInsideTessFactors,
  out float2 UnroundedInsideTessFactors
);

Parameters

RawEdgeFactors [in]

Type: float4

The edge tessellation factors, passed into the tessellator stage.

InsideScale [in]

Type: float

The scale factor applied to the UV tessellation factors computed by the tessellation stage. The allowable range for InsideScale is 0.0 to 1.0.

RoundedEdgeTessFactors [out]

Type: float4

The rounded edge-tessellation factors calculated by the tessellator stage.

RoundedInsideTessFactors [out]

Type: float2

The rounded tessellation factors calculated by the tessellator stage for inside edges.

UnroundedInsideTessFactors [out]

Type: float2

The tessellation factors calculated by the tessellator stage for inside edges.

Return value

This function does not return a value.

Remarks

Generates the corrected tessellation factors for a quad patch, computing the inside tessellation factors as the maximum of the edge tessellation factors. The inside tess factors will be identical values determined by the maximum of all four edges scaled by InsideScale. The result is then rounded based on the partitioning mode, but the unrounded results are available using the UnroundedInsideTessFactors parameter.

Minimum Shader Model

This function is supported in the following shader models.

Shader Model Supported
Shader Model 5 and higher shader models yes

 

This function is supported in the following types of shaders:

Vertex Hull Domain Geometry Pixel Compute
x

 

See also

Intrinsic Functions

Shader Model 5

@farzonl farzonl added backend:DirectX bot:HLSL HLSL HLSL Language Support metabug Issue to collect references to a group of similar or related issues. labels Jul 16, 2024
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