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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@ -2,7 +2,7 @@ hlsl.promote.vec1.frag
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:3 Function Definition: main( (temp 4-component vector of float)
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0:3 Function Definition: @main( (temp 4-component vector of float)
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0:3 Function Parameters:
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0:? Sequence
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0:7 move second child to first child (temp float)
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@ -22,15 +22,18 @@ gl_FragCoord origin is upper left
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0:13 sine (temp float)
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0:13 Construct float (in float)
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0:13 'f1b' (temp 1-component vector of float)
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0:15 Sequence
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0:15 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:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:15 Branch: Return
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0:15 Branch: Return with expression
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0:? Constant:
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:3 Function Definition: main( (temp void)
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0:3 Function Parameters:
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0:? Sequence
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0:3 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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0:3 Function Call: @main( (temp 4-component vector of float)
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0:? Linker Objects
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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@ -41,7 +44,7 @@ Linked fragment stage:
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:3 Function Definition: main( (temp 4-component vector of float)
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0:3 Function Definition: @main( (temp 4-component vector of float)
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0:3 Function Parameters:
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0:? Sequence
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0:7 move second child to first child (temp float)
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@ -61,58 +64,68 @@ gl_FragCoord origin is upper left
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0:13 sine (temp float)
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0:13 Construct float (in float)
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0:13 'f1b' (temp 1-component vector of float)
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0:15 Sequence
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0:15 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:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:15 Branch: Return
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0:15 Branch: Return with expression
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0:? Constant:
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:3 Function Definition: main( (temp void)
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0:3 Function Parameters:
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0:? Sequence
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0:3 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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0:3 Function Call: @main( (temp 4-component vector of float)
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0:? Linker Objects
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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// Module Version 10000
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// Generated by (magic number): 80001
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// Id's are bound by 26
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// Id's are bound by 31
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "main" 23
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EntryPoint Fragment 4 "main" 29
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ExecutionMode 4 OriginUpperLeft
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Name 4 "main"
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Name 8 "f1a"
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Name 9 "f1b"
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Name 16 "f3"
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Name 23 "@entryPointOutput"
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Decorate 23(@entryPointOutput) Location 0
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Name 9 "@main("
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Name 12 "f1a"
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Name 13 "f1b"
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Name 20 "f3"
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Name 29 "@entryPointOutput"
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Decorate 29(@entryPointOutput) Location 0
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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7: TypePointer Function 6(float)
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12: TypeVector 6(float) 3
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13: 6(float) Constant 0
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14: 12(fvec3) ConstantComposite 13 13 13
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15: TypePointer Function 12(fvec3)
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21: TypeVector 6(float) 4
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22: TypePointer Output 21(fvec4)
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23(@entryPointOutput): 22(ptr) Variable Output
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24: 21(fvec4) ConstantComposite 13 13 13 13
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7: TypeVector 6(float) 4
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8: TypeFunction 7(fvec4)
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11: TypePointer Function 6(float)
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16: TypeVector 6(float) 3
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17: 6(float) Constant 0
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18: 16(fvec3) ConstantComposite 17 17 17
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19: TypePointer Function 16(fvec3)
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25: 7(fvec4) ConstantComposite 17 17 17 17
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28: TypePointer Output 7(fvec4)
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29(@entryPointOutput): 28(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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8(f1a): 7(ptr) Variable Function
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9(f1b): 7(ptr) Variable Function
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16(f3): 15(ptr) Variable Function
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10: 6(float) Load 9(f1b)
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Store 8(f1a) 10
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11: 6(float) Load 8(f1a)
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Store 9(f1b) 11
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17: 12(fvec3) Load 16(f3)
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18: 12(fvec3) ExtInst 1(GLSL.std.450) 48(Step) 14 17
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19: 6(float) Load 9(f1b)
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20: 6(float) ExtInst 1(GLSL.std.450) 13(Sin) 19
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Store 23(@entryPointOutput) 24
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30: 7(fvec4) FunctionCall 9(@main()
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Store 29(@entryPointOutput) 30
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Return
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FunctionEnd
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9(@main(): 7(fvec4) Function None 8
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10: Label
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12(f1a): 11(ptr) Variable Function
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13(f1b): 11(ptr) Variable Function
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20(f3): 19(ptr) Variable Function
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14: 6(float) Load 13(f1b)
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Store 12(f1a) 14
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15: 6(float) Load 12(f1a)
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Store 13(f1b) 15
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21: 16(fvec3) Load 20(f3)
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22: 16(fvec3) ExtInst 1(GLSL.std.450) 48(Step) 18 21
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23: 6(float) Load 13(f1b)
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24: 6(float) ExtInst 1(GLSL.std.450) 13(Sin) 23
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ReturnValue 25
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FunctionEnd
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