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Implement the `Process2DQuadTessFactorsMin` HLSL Function #99143

Open farzonl opened 4 months ago

farzonl commented 4 months ago

DirectX

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

SPIR-V

There is no support for Process2DQuadTessFactorsMin when targeting SPIR-V.

Test Case(s)

Example 1

//dxc Process2DQuadTessFactorsMin_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;
float2 p2;
float4 p3;
float2 p4;
float2 p5;
Process2DQuadTessFactorsMin(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 Process2DQuadTessFactorsMin(
  in  float4 RawEdgeFactors,
  in  float2 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: **float2** 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 minimum of the edge tessellation factors. The U and V inside tessellation factors are computed independently using the minimums of opposing sides of the domain, then are 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](https://github.com/MicrosoftDocs/win32/blob/docs/desktop-src//direct3dhlsl/dx-graphics-hlsl-intrinsic-functions.md)
[Shader Model 5](https://github.com/MicrosoftDocs/win32/blob/docs/desktop-src//direct3dhlsl/d3d11-graphics-reference-sm5.md)
pow2clk commented 13 hours ago

Tessellation-specific helper functions. Implementable in the header.