HLSL: Wrap the entry-point; need to write 'in' args, and support 'inout' args.
This needs some render testing, but is destined to be part of master. This also leads to a variety of other simplifications. - IO are global symbols, so only need one list of linkage nodes (deferred) - no longer need parse-context-wide 'inEntryPoint' state, entry-point is localized - several parts of splitting/flattening are now localized
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171 changed files with 37604 additions and 32679 deletions
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@ -14,7 +14,7 @@ ERROR: 9 compilation errors. No code generated.
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Shader version: 450
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gl_FragCoord origin is upper left
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ERROR: node is still EOpNull!
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0:24 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 Function Definition: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 Function Parameters:
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0:? Sequence
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0:28 Sequence
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@ -151,24 +151,28 @@ ERROR: node is still EOpNull!
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0:41 1 (const int)
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0:41 Constant:
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0:41 1.000000
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0:43 Sequence
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0:43 Sequence
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0:43 move second child to first child (temp 4-component vector of float)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:43 Color: direct index for structure (temp 4-component vector of float)
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0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:43 Constant:
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0:43 0 (const int)
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0:43 move second child to first child (temp float)
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0:? 'Depth' (out float FragDepth)
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0:43 Depth: direct index for structure (temp float)
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0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:43 Constant:
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0:43 1 (const int)
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0:43 Branch: Return
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0:43 Branch: Return with expression
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0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 Function Definition: main( (temp void)
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0:24 Function Parameters:
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0:? Sequence
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0:24 Sequence
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0:24 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 move second child to first child (temp 4-component vector of float)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:24 Color: direct index for structure (temp 4-component vector of float)
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0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 Constant:
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0:24 0 (const int)
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0:24 move second child to first child (temp float)
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0:? 'Depth' (out float FragDepth)
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0:24 Depth: direct index for structure (temp float)
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0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 Constant:
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0:24 1 (const int)
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0:? Linker Objects
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:? 'Depth' (out float FragDepth)
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0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray)
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0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray)
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@ -180,6 +184,8 @@ ERROR: node is still EOpNull!
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0:? 'g_tTexcdf4a' (uniform textureCubeArray)
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0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
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0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:? 'Depth' (out float FragDepth)
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Linked fragment stage:
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@ -188,7 +194,7 @@ Linked fragment stage:
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Shader version: 450
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gl_FragCoord origin is upper left
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ERROR: node is still EOpNull!
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0:24 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 Function Definition: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 Function Parameters:
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0:? Sequence
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0:28 Sequence
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@ -325,24 +331,28 @@ ERROR: node is still EOpNull!
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0:41 1 (const int)
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0:41 Constant:
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0:41 1.000000
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0:43 Sequence
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0:43 Sequence
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0:43 move second child to first child (temp 4-component vector of float)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:43 Color: direct index for structure (temp 4-component vector of float)
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0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:43 Constant:
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0:43 0 (const int)
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0:43 move second child to first child (temp float)
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0:? 'Depth' (out float FragDepth)
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0:43 Depth: direct index for structure (temp float)
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0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:43 Constant:
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0:43 1 (const int)
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0:43 Branch: Return
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0:43 Branch: Return with expression
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0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 Function Definition: main( (temp void)
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0:24 Function Parameters:
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0:? Sequence
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0:24 Sequence
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0:24 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 move second child to first child (temp 4-component vector of float)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:24 Color: direct index for structure (temp 4-component vector of float)
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0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 Constant:
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0:24 0 (const int)
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0:24 move second child to first child (temp float)
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0:? 'Depth' (out float FragDepth)
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0:24 Depth: direct index for structure (temp float)
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0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 Constant:
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0:24 1 (const int)
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0:? Linker Objects
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:? 'Depth' (out float FragDepth)
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0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray)
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0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray)
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@ -354,5 +364,7 @@ ERROR: node is still EOpNull!
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0:? 'g_tTexcdf4a' (uniform textureCubeArray)
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0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
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0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:? 'Depth' (out float FragDepth)
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SPIR-V is not generated for failed compile or link
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