HLSL: add optional position.Y inversion
Adds command line options:
--invert-y
--iy
(synonyms) which invert position.Y on vertex shader output. Handles these cases:
* Direct single variable return
* Member of direct returned struct
* Single variable output parameter
* Member of struct output parameter
API:
// Enables position.Y output negation in vertex shader
void TShader::setInvertY(bool invert);
Fixes #1173
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13 changed files with 549 additions and 1 deletions
113
Test/baseResults/hlsl.y-negate-1.vert.out
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Test/baseResults/hlsl.y-negate-1.vert.out
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hlsl.y-negate-1.vert
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Shader version: 500
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0:? Sequence
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0:7 Function Definition: @main( ( temp 4-component vector of float)
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0:7 Function Parameters:
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0:? Sequence
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0:8 Branch: Return with expression
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0:8 pos: direct index for structure ( uniform 4-component vector of float)
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0:8 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float pos})
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0:8 Constant:
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0:8 0 (const uint)
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0:7 Function Definition: main( ( temp void)
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0:7 Function Parameters:
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0:? Sequence
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0:7 Sequence
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0:7 move second child to first child ( temp 4-component vector of float)
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0:7 '@position' ( temp 4-component vector of float)
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0:7 Function Call: @main( ( temp 4-component vector of float)
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0:7 move second child to first child ( temp float)
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0:7 direct index ( temp float)
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0:7 '@position' ( temp 4-component vector of float)
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0:7 Constant:
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0:7 1 (const int)
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0:7 Negate value ( temp float)
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0:7 direct index ( temp float)
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0:7 '@position' ( temp 4-component vector of float)
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0:7 Constant:
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0:7 1 (const int)
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0:7 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' ( out 4-component vector of float Position)
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0:7 '@position' ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float pos})
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0:? '@entryPointOutput' ( out 4-component vector of float Position)
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Linked vertex stage:
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Shader version: 500
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0:? Sequence
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0:7 Function Definition: @main( ( temp 4-component vector of float)
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0:7 Function Parameters:
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0:? Sequence
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0:8 Branch: Return with expression
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0:8 pos: direct index for structure ( uniform 4-component vector of float)
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0:8 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float pos})
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0:8 Constant:
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0:8 0 (const uint)
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0:7 Function Definition: main( ( temp void)
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0:7 Function Parameters:
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0:? Sequence
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0:7 Sequence
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0:7 move second child to first child ( temp 4-component vector of float)
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0:7 '@position' ( temp 4-component vector of float)
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0:7 Function Call: @main( ( temp 4-component vector of float)
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0:7 move second child to first child ( temp float)
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0:7 direct index ( temp float)
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0:7 '@position' ( temp 4-component vector of float)
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0:7 Constant:
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0:7 1 (const int)
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0:7 Negate value ( temp float)
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0:7 direct index ( temp float)
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0:7 '@position' ( temp 4-component vector of float)
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0:7 Constant:
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0:7 1 (const int)
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0:7 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' ( out 4-component vector of float Position)
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0:7 '@position' ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float pos})
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0:? '@entryPointOutput' ( out 4-component vector of float Position)
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// Module Version 10000
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// Generated by (magic number): 80002
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// Id's are bound by 41
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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 Vertex 4 "main" 32
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Source HLSL 500
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Name 4 "main"
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Name 11 "$Global"
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MemberName 11($Global) 0 "pos"
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Name 13 ""
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Name 32 "@entryPointOutput"
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MemberDecorate 11($Global) 0 Offset 0
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Decorate 11($Global) Block
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Decorate 13 DescriptorSet 0
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Decorate 32(@entryPointOutput) BuiltIn Position
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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: TypeVector 6(float) 4
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11($Global): TypeStruct 7(fvec4)
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12: TypePointer Uniform 11($Global)
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13: 12(ptr) Variable Uniform
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14: TypeInt 32 1
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15: 14(int) Constant 0
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16: TypePointer Uniform 7(fvec4)
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31: TypePointer Output 7(fvec4)
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32(@entryPointOutput): 31(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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35: 16(ptr) AccessChain 13 15
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36: 7(fvec4) Load 35
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38: 6(float) CompositeExtract 36 1
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29: 6(float) FNegate 38
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40: 7(fvec4) CompositeInsert 29 36 1
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Store 32(@entryPointOutput) 40
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Return
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FunctionEnd
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