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
177
Test/baseResults/hlsl.y-negate-3.vert.out
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Test/baseResults/hlsl.y-negate-3.vert.out
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hlsl.y-negate-3.vert
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Shader version: 500
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0:? Sequence
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0:11 Function Definition: @main( ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
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0:11 Function Parameters:
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0:? Sequence
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0:14 move second child to first child ( temp 4-component vector of float)
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0:14 pos: direct index for structure ( temp 4-component vector of float)
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0:14 'vsout' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
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0:14 Constant:
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0:14 0 (const int)
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0:14 position: direct index for structure ( uniform 4-component vector of float)
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0:14 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float position})
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0:14 Constant:
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0:14 0 (const uint)
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0:15 move second child to first child ( temp int)
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0:15 somethingelse: direct index for structure ( temp int)
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0:15 'vsout' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
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0:15 Constant:
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0:15 1 (const int)
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0:15 Constant:
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0:15 42 (const int)
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0:17 Branch: Return with expression
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0:17 'vsout' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
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0:11 Function Definition: main( ( temp void)
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0:11 Function Parameters:
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0:? Sequence
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0:11 Sequence
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0:11 move second child to first child ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
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0:11 'flattenTemp' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
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0:11 Function Call: @main( ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
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0:11 Sequence
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0:11 move second child to first child ( temp 4-component vector of float)
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0:11 '@position' ( temp 4-component vector of float)
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0:11 pos: direct index for structure ( temp 4-component vector of float)
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0:11 'flattenTemp' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
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0:11 Constant:
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0:11 0 (const int)
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0:11 move second child to first child ( temp float)
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0:11 direct index ( temp float)
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0:11 '@position' ( temp 4-component vector of float)
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0:11 Constant:
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0:11 1 (const int)
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0:11 Negate value ( temp float)
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0:11 direct index ( temp float)
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0:11 '@position' ( temp 4-component vector of float)
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0:11 Constant:
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0:11 1 (const int)
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0:11 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput.pos' ( out 4-component vector of float Position)
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0:11 '@position' ( temp 4-component vector of float)
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0:11 move second child to first child ( temp int)
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0:? '@entryPointOutput.somethingelse' (layout( location=0) out int)
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0:11 somethingelse: direct index for structure ( temp int)
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0:11 'flattenTemp' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
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0:11 Constant:
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0:11 1 (const int)
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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 position})
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0:? '@entryPointOutput.pos' ( out 4-component vector of float Position)
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0:? '@entryPointOutput.somethingelse' (layout( location=0) out int)
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Linked vertex stage:
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Shader version: 500
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0:? Sequence
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0:11 Function Definition: @main( ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
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0:11 Function Parameters:
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0:? Sequence
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0:14 move second child to first child ( temp 4-component vector of float)
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0:14 pos: direct index for structure ( temp 4-component vector of float)
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0:14 'vsout' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
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0:14 Constant:
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0:14 0 (const int)
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0:14 position: direct index for structure ( uniform 4-component vector of float)
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0:14 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float position})
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0:14 Constant:
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0:14 0 (const uint)
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0:15 move second child to first child ( temp int)
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0:15 somethingelse: direct index for structure ( temp int)
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0:15 'vsout' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
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0:15 Constant:
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0:15 1 (const int)
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0:15 Constant:
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0:15 42 (const int)
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0:17 Branch: Return with expression
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0:17 'vsout' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
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0:11 Function Definition: main( ( temp void)
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0:11 Function Parameters:
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0:? Sequence
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0:11 Sequence
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0:11 move second child to first child ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
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0:11 'flattenTemp' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
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0:11 Function Call: @main( ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
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0:11 Sequence
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0:11 move second child to first child ( temp 4-component vector of float)
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0:11 '@position' ( temp 4-component vector of float)
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0:11 pos: direct index for structure ( temp 4-component vector of float)
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0:11 'flattenTemp' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
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0:11 Constant:
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0:11 0 (const int)
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0:11 move second child to first child ( temp float)
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0:11 direct index ( temp float)
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0:11 '@position' ( temp 4-component vector of float)
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0:11 Constant:
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0:11 1 (const int)
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0:11 Negate value ( temp float)
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0:11 direct index ( temp float)
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0:11 '@position' ( temp 4-component vector of float)
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0:11 Constant:
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0:11 1 (const int)
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0:11 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput.pos' ( out 4-component vector of float Position)
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0:11 '@position' ( temp 4-component vector of float)
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0:11 move second child to first child ( temp int)
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0:? '@entryPointOutput.somethingelse' (layout( location=0) out int)
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0:11 somethingelse: direct index for structure ( temp int)
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0:11 'flattenTemp' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
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0:11 Constant:
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0:11 1 (const int)
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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 position})
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0:? '@entryPointOutput.pos' ( out 4-component vector of float Position)
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0:? '@entryPointOutput.somethingelse' (layout( location=0) out int)
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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 67
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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" 44 47
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Source HLSL 500
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Name 4 "main"
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Name 9 "VS_OUT"
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MemberName 9(VS_OUT) 0 "pos"
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MemberName 9(VS_OUT) 1 "somethingelse"
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Name 16 "$Global"
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MemberName 16($Global) 0 "position"
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Name 18 ""
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Name 44 "@entryPointOutput.pos"
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Name 47 "@entryPointOutput.somethingelse"
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MemberDecorate 16($Global) 0 Offset 0
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Decorate 16($Global) Block
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Decorate 18 DescriptorSet 0
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Decorate 44(@entryPointOutput.pos) BuiltIn Position
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Decorate 47(@entryPointOutput.somethingelse) 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: TypeVector 6(float) 4
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8: TypeInt 32 1
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9(VS_OUT): TypeStruct 7(fvec4) 8(int)
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15: 8(int) Constant 0
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16($Global): TypeStruct 7(fvec4)
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17: TypePointer Uniform 16($Global)
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18: 17(ptr) Variable Uniform
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19: TypePointer Uniform 7(fvec4)
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25: 8(int) Constant 42
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43: TypePointer Output 7(fvec4)
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44(@entryPointOutput.pos): 43(ptr) Variable Output
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46: TypePointer Output 8(int)
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47(@entryPointOutput.somethingelse): 46(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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52: 19(ptr) AccessChain 18 15
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53: 7(fvec4) Load 52
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64: 6(float) CompositeExtract 53 1
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41: 6(float) FNegate 64
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66: 7(fvec4) CompositeInsert 41 53 1
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Store 44(@entryPointOutput.pos) 66
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Store 47(@entryPointOutput.somethingelse) 25
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Return
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FunctionEnd
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