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https://github.com/gfx-rs/wgpu.git
synced 2026-04-22 03:02:01 -04:00
[hlsl-out] Implicitly transpose all matrices
This commit is contained in:
committed by
Dzmitry Malyshau
parent
91ea6e3d83
commit
73be8c7454
@@ -5,6 +5,17 @@
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//! - 5.1
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//! - 6.0
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//!
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//! All matrix construction/deconstruction is row based in HLSL. This means that when
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//! we construct a matrix from column vectors, our matrix will be implicitly transposed.
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//! The inverse transposition happens when we call `[0]` to get the zeroth column vector.
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//!
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//! Because all of our matrices are implicitly transposed, we flip arguments to `mul`. `mat * vec`
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//! becomes `vec * mat`, etc. This acts as the inverse transpose making the results identical.
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//!
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//! The only time we don't get this implicit transposition is when reading matrices from Uniforms/Push Constants.
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//! To deal with this, we add `row_major` to all declarations of matrices in Uniforms/Push Constants.
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//!
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//! Finally because all of our matrices are transposed, if you use `mat3x4`, it'll become `float4x3` in HLSL.
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mod conv;
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mod help;
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@@ -1,7 +1,6 @@
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//! Logic related to `ByteAddressBuffer` operations.
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//!
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//! HLSL backend uses byte address buffers for all storage buffers in IR.
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//! Matrices have to be transposed, because HLSL syntax implies row majority.
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use super::{
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super::{FunctionCtx, INDENT},
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@@ -122,7 +121,7 @@ impl<W: fmt::Write> super::Writer<'_, W> {
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} => {
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write!(
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self.out,
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"transpose({}{}x{}(",
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"{}{}x{}(",
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crate::ScalarKind::Float.to_hlsl_str(width)?,
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rows as u8,
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columns as u8,
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@@ -144,7 +143,7 @@ impl<W: fmt::Write> super::Writer<'_, W> {
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(TypeResolution::Value(ty_inner), i * row_stride)
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});
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self.write_storage_load_sequence(module, var_handle, iter, func_ctx)?;
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write!(self.out, "))")?;
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write!(self.out, ")")?;
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}
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crate::TypeInner::Array {
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base,
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@@ -267,7 +266,7 @@ impl<W: fmt::Write> super::Writer<'_, W> {
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let depth = indent + 1;
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write!(
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self.out,
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"{}{}{}x{} {}{} = transpose(",
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"{}{}{}x{} {}{} = ",
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INDENT.repeat(indent + 1),
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crate::ScalarKind::Float.to_hlsl_str(width)?,
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rows as u8,
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@@ -276,7 +275,7 @@ impl<W: fmt::Write> super::Writer<'_, W> {
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depth,
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)?;
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self.write_store_value(module, &value, func_ctx)?;
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writeln!(self.out, ");")?;
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writeln!(self.out, ";")?;
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// then iterate the stores
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let row_stride = width as u32 * columns as u32;
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for i in 0..rows as u32 {
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@@ -640,6 +640,10 @@ impl<'a, W: fmt::Write> super::Writer<'a, W> {
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}
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}
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if let TypeInner::Matrix { .. } = module.types[ty].inner {
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write!(self.out, "row_major ")?;
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}
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// Write the member type and name
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self.write_type(module, ty)?;
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write!(
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@@ -700,12 +704,14 @@ impl<'a, W: fmt::Write> super::Writer<'a, W> {
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} => {
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// The IR supports only float matrix
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// https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-matrix
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// Because of the implicit transpose all matrices have in HLSL, we need to tranpose the size as well.
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write!(
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self.out,
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"{}{}x{}",
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crate::ScalarKind::Float.to_hlsl_str(width)?,
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back::vector_size_str(columns),
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back::vector_size_str(rows),
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back::vector_size_str(columns),
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)?;
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}
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TypeInner::Image {
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@@ -1302,10 +1308,11 @@ impl<'a, W: fmt::Write> super::Writer<'a, W> {
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.inner_with(&module.types)
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.is_matrix() =>
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{
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// We intentionally flip the order of multiplication as our matrices are implicitly transposed.
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write!(self.out, "mul(")?;
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self.write_expr(module, left, func_ctx)?;
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write!(self.out, ", ")?;
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self.write_expr(module, right, func_ctx)?;
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write!(self.out, ", ")?;
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self.write_expr(module, left, func_ctx)?;
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write!(self.out, ")")?;
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}
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Expression::Binary { op, left, right } => {
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@@ -19,14 +19,14 @@ float4 foo(VertexInput_foo vertexinput_foo) : SV_Position
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float baz = foo1;
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foo1 = 1.0;
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float4x4 matrix1 = transpose(float4x4(asfloat(bar.Load4(0+0)), asfloat(bar.Load4(0+16)), asfloat(bar.Load4(0+32)), asfloat(bar.Load4(0+48))));
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float4x4 matrix1 = float4x4(asfloat(bar.Load4(0+0)), asfloat(bar.Load4(0+16)), asfloat(bar.Load4(0+32)), asfloat(bar.Load4(0+48)));
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uint2 arr[2] = {asuint(bar.Load2(72+0)), asuint(bar.Load2(72+8))};
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float4 _expr13 = asfloat(bar.Load4(48+0));
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float b = _expr13.x;
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int a = asint(bar.Load((((NagaBufferLengthRW(bar) - 88) / 4) - 2u)*4+88));
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bar.Store(8+16+0, asuint(1.0));
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{
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float4x4 _value2 = transpose(float4x4(float4(0.0.xxxx), float4(1.0.xxxx), float4(2.0.xxxx), float4(3.0.xxxx)));
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float4x4 _value2 = float4x4(float4(0.0.xxxx), float4(1.0.xxxx), float4(2.0.xxxx), float4(3.0.xxxx));
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bar.Store4(0+0, asuint(_value2[0]));
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bar.Store4(0+16, asuint(_value2[1]));
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bar.Store4(0+32, asuint(_value2[2]));
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@@ -43,7 +43,7 @@ float4 foo(VertexInput_foo vertexinput_foo) : SV_Position
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}
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c[(vertexinput_foo.vi1 + 1u)] = 42;
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int value = c[vertexinput_foo.vi1];
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return mul(matrix1, float4(int4(value.xxxx)));
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return mul(float4(int4(value.xxxx)), matrix1);
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}
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[numthreads(1, 1, 1)]
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@@ -6,7 +6,7 @@ struct Globals {
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};
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struct Light {
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float4x4 proj;
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row_major float4x4 proj;
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float4 pos;
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float4 color;
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};
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@@ -51,9 +51,9 @@ float4 fs_main(FragmentInput_fs_main fragmentinput_fs_main) : SV_Target0
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break;
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}
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uint _expr19 = i;
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Light light = {transpose(float4x4(asfloat(s_lights.Load4(_expr19*96+0+0+0)), asfloat(s_lights.Load4(_expr19*96+0+0+16)), asfloat(s_lights.Load4(_expr19*96+0+0+32)), asfloat(s_lights.Load4(_expr19*96+0+0+48)))), asfloat(s_lights.Load4(_expr19*96+0+64)), asfloat(s_lights.Load4(_expr19*96+0+80))};
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Light light = {float4x4(asfloat(s_lights.Load4(_expr19*96+0+0+0)), asfloat(s_lights.Load4(_expr19*96+0+0+16)), asfloat(s_lights.Load4(_expr19*96+0+0+32)), asfloat(s_lights.Load4(_expr19*96+0+0+48))), asfloat(s_lights.Load4(_expr19*96+0+64)), asfloat(s_lights.Load4(_expr19*96+0+80))};
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uint _expr22 = i;
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const float _e25 = fetch_shadow(_expr22, mul(light.proj, fragmentinput_fs_main.position1));
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const float _e25 = fetch_shadow(_expr22, mul(fragmentinput_fs_main.position1, light.proj));
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float3 light_dir = normalize((light.pos.xyz - fragmentinput_fs_main.position1.xyz));
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float diffuse = max(0.0, dot(normal, light_dir));
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float3 _expr34 = color;
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@@ -10,8 +10,8 @@ struct VertexOutput {
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};
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struct Data {
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float4x4 proj_inv;
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float4x4 view;
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row_major float4x4 proj_inv;
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row_major float4x4 view;
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};
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cbuffer r_data : register(b0) { Data r_data; }
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@@ -41,8 +41,8 @@ VertexOutput vs_main(VertexInput_vs_main vertexinput_vs_main)
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float4 _expr35 = r_data.view[2];
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float3x3 inv_model_view = transpose(float3x3(_expr27.xyz, _expr31.xyz, _expr35.xyz));
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float4x4 _expr40 = r_data.proj_inv;
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float4 unprojected = mul(_expr40, pos);
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const VertexOutput vertexoutput1 = { pos, mul(inv_model_view, unprojected.xyz) };
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float4 unprojected = mul(pos, _expr40);
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const VertexOutput vertexoutput1 = { pos, mul(unprojected.xyz, inv_model_view) };
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return vertexoutput1;
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}
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