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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18adbdbbb8
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171 changed files with 37604 additions and 32679 deletions
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@ -250,49 +250,68 @@ ERROR: node is still EOpNull!
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0:? 1.000000
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0:? 2.000000
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0:? 3.000000
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0:80 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float)
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0:80 Function Definition: @PixelShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float)
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0:80 Function Parameters:
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0:80 'inF0' (layout(location=0 ) in 4-component vector of float)
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0:80 'inF1' (layout(location=1 ) in 4-component vector of float)
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0:80 'inF2' (layout(location=2 ) in 4-component vector of float)
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0:80 'inI0' (layout(location=3 ) in 4-component vector of int)
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0:80 'inF0' (in 4-component vector of float)
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0:80 'inF1' (in 4-component vector of float)
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0:80 'inF2' (in 4-component vector of float)
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0:80 'inI0' (in 4-component vector of int)
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0:? Sequence
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0:81 Constant:
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0:81 0.000000
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0:82 bitCount (temp 4-component vector of uint)
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0:82 Convert float to uint (temp 4-component vector of uint)
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0:82 'inF0' (layout(location=0 ) in 4-component vector of float)
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0:82 'inF0' (in 4-component vector of float)
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0:83 cross-product (temp 3-component vector of float)
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0:83 Construct vec3 (in 3-component vector of float)
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0:83 'inF0' (layout(location=0 ) in 4-component vector of float)
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0:83 'inF0' (in 4-component vector of float)
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0:83 Construct vec3 (in 3-component vector of float)
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0:83 'inF1' (layout(location=1 ) in 4-component vector of float)
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0:83 'inF1' (in 4-component vector of float)
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0:84 Constant:
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0:84 0.000000
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0:85 ERROR: Bad unary op
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(temp 4-component vector of float)
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0:85 Convert float to uint (temp 4-component vector of uint)
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0:85 'inF0' (layout(location=0 ) in 4-component vector of float)
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0:85 'inF0' (in 4-component vector of float)
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0:86 findMSB (temp 4-component vector of uint)
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0:86 Convert float to uint (temp 4-component vector of uint)
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0:86 'inF0' (layout(location=0 ) in 4-component vector of float)
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0:86 'inF0' (in 4-component vector of float)
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0:87 findLSB (temp 4-component vector of uint)
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0:87 Convert float to uint (temp 4-component vector of uint)
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0:87 'inF0' (layout(location=0 ) in 4-component vector of float)
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0:87 'inF0' (in 4-component vector of float)
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0:89 bitFieldReverse (temp 4-component vector of uint)
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0:89 Convert float to uint (temp 4-component vector of uint)
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0:89 'inF0' (layout(location=0 ) in 4-component vector of float)
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0:89 'inF0' (in 4-component vector of float)
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0:90 Constant:
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0:90 0.000000
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0:92 Sequence
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0:92 move second child to first child (temp 4-component vector of float)
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:? Constant:
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0:? 1.000000
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0:? 2.000000
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0:? 3.000000
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0:? 4.000000
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0:92 Branch: Return
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0:92 Branch: Return with expression
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0:? Constant:
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0:? 1.000000
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0:? 2.000000
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0:? 3.000000
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0:? 4.000000
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0:80 Function Definition: PixelShaderFunction( (temp void)
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0:80 Function Parameters:
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0:? Sequence
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0:80 move second child to first child (temp 4-component vector of float)
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0:? 'inF0' (temp 4-component vector of float)
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0:? 'inF0' (layout(location=0 ) in 4-component vector of float)
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0:80 move second child to first child (temp 4-component vector of float)
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0:? 'inF1' (temp 4-component vector of float)
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0:? 'inF1' (layout(location=1 ) in 4-component vector of float)
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0:80 move second child to first child (temp 4-component vector of float)
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0:? 'inF2' (temp 4-component vector of float)
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0:? 'inF2' (layout(location=2 ) in 4-component vector of float)
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0:80 move second child to first child (temp 4-component vector of int)
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0:? 'inI0' (temp 4-component vector of int)
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0:? 'inI0' (layout(location=3 ) in 4-component vector of int)
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0:80 move second child to first child (temp 4-component vector of float)
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:80 Function Call: @PixelShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float)
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0:? 'inF0' (temp 4-component vector of float)
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0:? 'inF1' (temp 4-component vector of float)
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0:? 'inF2' (temp 4-component vector of float)
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0:? 'inI0' (temp 4-component vector of int)
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0:115 Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; (temp 2X2 matrix of float)
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0:115 Function Parameters:
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0:115 'inF0' (in 2X2 matrix of float)
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@ -619,49 +638,68 @@ ERROR: node is still EOpNull!
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0:? 1.000000
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0:? 2.000000
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0:? 3.000000
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0:80 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float)
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0:80 Function Definition: @PixelShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float)
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0:80 Function Parameters:
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0:80 'inF0' (layout(location=0 ) in 4-component vector of float)
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0:80 'inF1' (layout(location=1 ) in 4-component vector of float)
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0:80 'inF2' (layout(location=2 ) in 4-component vector of float)
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0:80 'inI0' (layout(location=3 ) in 4-component vector of int)
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0:80 'inF0' (in 4-component vector of float)
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0:80 'inF1' (in 4-component vector of float)
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0:80 'inF2' (in 4-component vector of float)
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0:80 'inI0' (in 4-component vector of int)
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0:? Sequence
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0:81 Constant:
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0:81 0.000000
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0:82 bitCount (temp 4-component vector of uint)
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0:82 Convert float to uint (temp 4-component vector of uint)
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0:82 'inF0' (layout(location=0 ) in 4-component vector of float)
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0:82 'inF0' (in 4-component vector of float)
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0:83 cross-product (temp 3-component vector of float)
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0:83 Construct vec3 (in 3-component vector of float)
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0:83 'inF0' (layout(location=0 ) in 4-component vector of float)
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0:83 'inF0' (in 4-component vector of float)
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0:83 Construct vec3 (in 3-component vector of float)
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0:83 'inF1' (layout(location=1 ) in 4-component vector of float)
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0:83 'inF1' (in 4-component vector of float)
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0:84 Constant:
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0:84 0.000000
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0:85 ERROR: Bad unary op
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(temp 4-component vector of float)
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0:85 Convert float to uint (temp 4-component vector of uint)
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0:85 'inF0' (layout(location=0 ) in 4-component vector of float)
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0:85 'inF0' (in 4-component vector of float)
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0:86 findMSB (temp 4-component vector of uint)
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0:86 Convert float to uint (temp 4-component vector of uint)
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0:86 'inF0' (layout(location=0 ) in 4-component vector of float)
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0:86 'inF0' (in 4-component vector of float)
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0:87 findLSB (temp 4-component vector of uint)
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0:87 Convert float to uint (temp 4-component vector of uint)
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0:87 'inF0' (layout(location=0 ) in 4-component vector of float)
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0:87 'inF0' (in 4-component vector of float)
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0:89 bitFieldReverse (temp 4-component vector of uint)
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0:89 Convert float to uint (temp 4-component vector of uint)
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0:89 'inF0' (layout(location=0 ) in 4-component vector of float)
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0:89 'inF0' (in 4-component vector of float)
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0:90 Constant:
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0:90 0.000000
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0:92 Sequence
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0:92 move second child to first child (temp 4-component vector of float)
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:? Constant:
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0:? 1.000000
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0:? 2.000000
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0:? 3.000000
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0:? 4.000000
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0:92 Branch: Return
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0:92 Branch: Return with expression
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0:? Constant:
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0:? 1.000000
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0:? 2.000000
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0:? 3.000000
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0:? 4.000000
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0:80 Function Definition: PixelShaderFunction( (temp void)
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0:80 Function Parameters:
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0:? Sequence
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0:80 move second child to first child (temp 4-component vector of float)
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0:? 'inF0' (temp 4-component vector of float)
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0:? 'inF0' (layout(location=0 ) in 4-component vector of float)
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0:80 move second child to first child (temp 4-component vector of float)
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0:? 'inF1' (temp 4-component vector of float)
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0:? 'inF1' (layout(location=1 ) in 4-component vector of float)
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0:80 move second child to first child (temp 4-component vector of float)
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0:? 'inF2' (temp 4-component vector of float)
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0:? 'inF2' (layout(location=2 ) in 4-component vector of float)
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0:80 move second child to first child (temp 4-component vector of int)
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0:? 'inI0' (temp 4-component vector of int)
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0:? 'inI0' (layout(location=3 ) in 4-component vector of int)
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0:80 move second child to first child (temp 4-component vector of float)
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:80 Function Call: @PixelShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float)
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0:? 'inF0' (temp 4-component vector of float)
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0:? 'inF1' (temp 4-component vector of float)
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0:? 'inF2' (temp 4-component vector of float)
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0:? 'inI0' (temp 4-component vector of int)
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0:115 Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; (temp 2X2 matrix of float)
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0:115 Function Parameters:
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0:115 'inF0' (in 2X2 matrix of float)
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