Shader/SPIRV: Fix double termination of blocks when branching
Which could happen when using OpKill (discard) for example
This commit is contained in:
@@ -8,7 +8,9 @@
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TEST_CASE("branching", "[Shader]")
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{
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std::string_view nzslSource = R"(
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WHEN("using a simple branch")
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{
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std::string_view nzslSource = R"(
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struct inputStruct
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{
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value: f32
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@@ -30,9 +32,9 @@ fn main()
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}
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)";
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Nz::ShaderAst::StatementPtr shader = Nz::ShaderLang::Parse(nzslSource);
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Nz::ShaderAst::StatementPtr shader = Nz::ShaderLang::Parse(nzslSource);
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ExpectGLSL(*shader, R"(
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ExpectGLSL(*shader, R"(
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void main()
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{
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float value;
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@@ -48,7 +50,7 @@ void main()
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}
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)");
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ExpectNZSL(*shader, R"(
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ExpectNZSL(*shader, R"(
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[entry(frag)]
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fn main()
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{
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@@ -65,7 +67,7 @@ fn main()
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}
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)");
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ExpectSpirV(*shader, R"(
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ExpectSpirV(*shader, R"(
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OpFunction
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OpLabel
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OpVariable
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@@ -83,4 +85,66 @@ OpBranch
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OpLabel
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OpReturn
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OpFunctionEnd)");
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}
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WHEN("discarding in a branch")
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{
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std::string_view nzslSource = R"(
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struct inputStruct
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{
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value: f32
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}
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external
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{
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[set(0), binding(0)] data: uniform<inputStruct>
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}
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[entry(frag)]
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fn main()
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{
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if (data.value > 0.0)
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discard;
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}
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)";
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Nz::ShaderAst::StatementPtr shader = Nz::ShaderLang::Parse(nzslSource);
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ExpectGLSL(*shader, R"(
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void main()
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{
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if (data.value > (0.000000))
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{
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discard;
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}
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}
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)");
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ExpectNZSL(*shader, R"(
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[entry(frag)]
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fn main()
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{
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if (data.value > (0.000000))
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{
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discard;
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}
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}
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)");
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ExpectSpirV(*shader, R"(
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OpFunction
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OpLabel
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OpAccessChain
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OpLoad
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OpFOrdGreaterThanEqual
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OpSelectionMerge
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OpBranchConditional
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OpLabel
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OpKill
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OpLabel
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OpReturn
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OpFunctionEnd)");
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}
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}
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@@ -137,8 +137,8 @@ void ExpectGLSL(Nz::ShaderAst::Statement& shader, std::string_view expectedOutpu
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WHEN("Validating full GLSL code (using glslang)")
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{
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glslang::TShader shader(EShLangVertex);
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shader.setEnvInput(glslang::EShSourceGlsl, EShLangVertex, glslang::EShClientOpenGL, 300);
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glslang::TShader shader(EShLangFragment);
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shader.setEnvInput(glslang::EShSourceGlsl, EShLangFragment, glslang::EShClientOpenGL, 300);
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shader.setEnvClient(glslang::EShClientOpenGL, glslang::EShTargetOpenGL_450);
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shader.setEnvTarget(glslang::EShTargetNone, static_cast<glslang::EShTargetLanguageVersion>(0));
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shader.setEntryPoint("main");
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