HLSL: Flesh out misc. declaration grammar: semantics/registers/annotations/precise/etc.

Details within these bear even more fleshing out, but would like to have
that driven by actual need.
This commit is contained in:
John Kessenich 2016-06-12 23:52:12 -06:00
parent e6e7494e2a
commit 630dd7da43
10 changed files with 273 additions and 80 deletions

View file

@ -9,16 +9,20 @@ gl_FragCoord origin is upper left
0:? 0.500000
0:? 0.000000
0:? 1.000000
0:7 Function Definition: ShaderFunction(vf4; (temp 4-component vector of float)
0:4 Function Parameters:
0:4 'input' (temp 4-component vector of float)
0:12 Function Definition: ShaderFunction(vf4; (temp 4-component vector of float)
0:9 Function Parameters:
0:9 'input' (temp 4-component vector of float)
0:? Sequence
0:5 Branch: Return with expression
0:5 component-wise multiply (temp 4-component vector of float)
0:5 'input' (temp 4-component vector of float)
0:5 'AmbientColor' (temp 4-component vector of float)
0:10 Branch: Return with expression
0:10 component-wise multiply (temp 4-component vector of float)
0:10 'input' (temp 4-component vector of float)
0:10 'AmbientColor' (temp 4-component vector of float)
0:? Linker Objects
0:? 'AmbientColor' (temp 4-component vector of float)
0:? 'ff1' (temp bool Face)
0:? 'ff2' (temp 4-component vector of float)
0:? 'ff3' (temp 4-component vector of float)
0:? 'ff4' (temp 4-component vector of float FragCoord)
Linked fragment stage:
@ -34,20 +38,24 @@ gl_FragCoord origin is upper left
0:? 0.500000
0:? 0.000000
0:? 1.000000
0:7 Function Definition: ShaderFunction(vf4; (temp 4-component vector of float)
0:4 Function Parameters:
0:4 'input' (temp 4-component vector of float)
0:12 Function Definition: ShaderFunction(vf4; (temp 4-component vector of float)
0:9 Function Parameters:
0:9 'input' (temp 4-component vector of float)
0:? Sequence
0:5 Branch: Return with expression
0:5 component-wise multiply (temp 4-component vector of float)
0:5 'input' (temp 4-component vector of float)
0:5 'AmbientColor' (temp 4-component vector of float)
0:10 Branch: Return with expression
0:10 component-wise multiply (temp 4-component vector of float)
0:10 'input' (temp 4-component vector of float)
0:10 'AmbientColor' (temp 4-component vector of float)
0:? Linker Objects
0:? 'AmbientColor' (temp 4-component vector of float)
0:? 'ff1' (temp bool Face)
0:? 'ff2' (temp 4-component vector of float)
0:? 'ff3' (temp 4-component vector of float)
0:? 'ff4' (temp 4-component vector of float FragCoord)
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 19
// Id's are bound by 25
Capability Shader
1: ExtInstImport "GLSL.std.450"
@ -59,12 +67,20 @@ gl_FragCoord origin is upper left
Name 11 "ShaderFunction(vf4;"
Name 10 "input"
Name 14 "AmbientColor"
Name 21 "ff1"
Name 22 "ff2"
Name 23 "ff3"
Name 24 "ff4"
Decorate 21(ff1) BuiltIn FrontFacing
Decorate 24(ff4) BuiltIn FragCoord
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypePointer Function 7(fvec4)
9: TypeFunction 7(fvec4) 8(ptr)
19: TypeBool
20: TypePointer Function 19(bool)
4(PixelShaderFunction): 2 Function None 3
5: Label
FunctionEnd
@ -72,6 +88,10 @@ gl_FragCoord origin is upper left
10(input): 8(ptr) FunctionParameter
12: Label
14(AmbientColor): 8(ptr) Variable Function
21(ff1): 20(ptr) Variable Function
22(ff2): 8(ptr) Variable Function
23(ff3): 8(ptr) Variable Function
24(ff4): 8(ptr) Variable Function
13: 7(fvec4) Load 10(input)
15: 7(fvec4) Load 14(AmbientColor)
16: 7(fvec4) FMul 13 15