HLSL: Allow use of $Global members in between function calls.
This allows global initializers to use $Global members.
This commit is contained in:
@@ -2,16 +2,28 @@ hlsl.amend.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 Sequence
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0:3 move second child to first child ( temp 4-component vector of float)
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0:3 'm' ( global 4-component vector of float)
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0:3 vector-scale ( temp 4-component vector of float)
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0:3 a: direct index for structure ( uniform 4-component vector of float)
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0:3 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
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0:3 Constant:
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0:3 0 (const uint)
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0:3 b: direct index for structure ( uniform float)
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0:3 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
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0:3 Constant:
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0:3 1 (const uint)
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0:5 Function Definition: @f1( ( temp void)
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0:5 Function Parameters:
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0:? Sequence
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0:6 vector-scale ( temp 4-component vector of float)
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0:6 a: direct index for structure (layout( offset=0) uniform 4-component vector of float)
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0:6 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e})
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0:6 a: direct index for structure ( uniform 4-component vector of float)
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0:6 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
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0:6 Constant:
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0:6 0 (const uint)
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0:6 b: direct index for structure (layout( offset=16) uniform float)
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0:6 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e})
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0:6 b: direct index for structure ( uniform float)
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0:6 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
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0:6 Constant:
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0:6 1 (const uint)
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0:5 Function Definition: f1( ( temp void)
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@@ -24,19 +36,19 @@ gl_FragCoord origin is upper left
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0:13 add ( temp float)
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0:13 add ( temp float)
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0:13 direct index ( temp float)
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0:13 a: direct index for structure (layout( offset=0) uniform 4-component vector of float)
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0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e})
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0:13 a: direct index for structure ( uniform 4-component vector of float)
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0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
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0:13 Constant:
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0:13 0 (const uint)
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0:13 Constant:
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0:13 0 (const int)
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0:13 b: direct index for structure (layout( offset=16) uniform float)
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0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e})
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0:13 b: direct index for structure ( uniform float)
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0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
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0:13 Constant:
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0:13 1 (const uint)
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0:13 direct index ( temp float)
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0:13 c: direct index for structure (layout( offset=32) uniform 3-component vector of float)
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0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e})
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0:13 c: direct index for structure ( uniform 3-component vector of float)
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0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
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0:13 Constant:
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0:13 2 (const uint)
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0:13 Constant:
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@@ -44,8 +56,8 @@ gl_FragCoord origin is upper left
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0:17 Function Definition: f3( ( temp void)
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0:17 Function Parameters:
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0:? Sequence
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0:18 c: direct index for structure (layout( offset=32) uniform 3-component vector of float)
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0:18 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e})
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0:18 c: direct index for structure ( uniform 3-component vector of float)
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0:18 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
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0:18 Constant:
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0:18 2 (const uint)
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0:24 Function Definition: f4( ( temp void)
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@@ -53,16 +65,17 @@ gl_FragCoord origin is upper left
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0:? Sequence
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0:25 vector-scale ( temp 4-component vector of float)
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0:25 Convert int to float ( temp float)
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0:25 d: direct index for structure (layout( offset=44) uniform int)
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0:25 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e})
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0:25 d: direct index for structure ( uniform int)
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0:25 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
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0:25 Constant:
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0:25 3 (const uint)
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0:25 a: direct index for structure (layout( offset=0) uniform 4-component vector of float)
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0:25 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e})
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0:25 a: direct index for structure ( uniform 4-component vector of float)
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0:25 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
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0:25 Constant:
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0:25 0 (const uint)
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e})
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
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0:? 'm' ( global 4-component vector of float)
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Linked fragment stage:
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@@ -71,16 +84,28 @@ 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 Sequence
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0:3 move second child to first child ( temp 4-component vector of float)
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0:3 'm' ( global 4-component vector of float)
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0:3 vector-scale ( temp 4-component vector of float)
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0:3 a: direct index for structure ( uniform 4-component vector of float)
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0:3 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
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0:3 Constant:
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0:3 0 (const uint)
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0:3 b: direct index for structure ( uniform float)
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0:3 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
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0:3 Constant:
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0:3 1 (const uint)
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0:5 Function Definition: @f1( ( temp void)
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0:5 Function Parameters:
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0:? Sequence
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0:6 vector-scale ( temp 4-component vector of float)
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0:6 a: direct index for structure (layout( offset=0) uniform 4-component vector of float)
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0:6 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e})
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0:6 a: direct index for structure ( uniform 4-component vector of float)
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0:6 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
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0:6 Constant:
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0:6 0 (const uint)
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0:6 b: direct index for structure (layout( offset=16) uniform float)
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0:6 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e})
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0:6 b: direct index for structure ( uniform float)
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0:6 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
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0:6 Constant:
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0:6 1 (const uint)
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0:5 Function Definition: f1( ( temp void)
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@@ -93,19 +118,19 @@ gl_FragCoord origin is upper left
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0:13 add ( temp float)
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0:13 add ( temp float)
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0:13 direct index ( temp float)
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0:13 a: direct index for structure (layout( offset=0) uniform 4-component vector of float)
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0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e})
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0:13 a: direct index for structure ( uniform 4-component vector of float)
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0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
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0:13 Constant:
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0:13 0 (const uint)
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0:13 Constant:
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0:13 0 (const int)
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0:13 b: direct index for structure (layout( offset=16) uniform float)
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0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e})
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0:13 b: direct index for structure ( uniform float)
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0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
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0:13 Constant:
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0:13 1 (const uint)
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0:13 direct index ( temp float)
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0:13 c: direct index for structure (layout( offset=32) uniform 3-component vector of float)
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0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e})
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0:13 c: direct index for structure ( uniform 3-component vector of float)
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0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
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0:13 Constant:
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0:13 2 (const uint)
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0:13 Constant:
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@@ -113,8 +138,8 @@ gl_FragCoord origin is upper left
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0:17 Function Definition: f3( ( temp void)
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0:17 Function Parameters:
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0:? Sequence
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0:18 c: direct index for structure (layout( offset=32) uniform 3-component vector of float)
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0:18 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e})
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0:18 c: direct index for structure ( uniform 3-component vector of float)
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0:18 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
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0:18 Constant:
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0:18 2 (const uint)
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0:24 Function Definition: f4( ( temp void)
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@@ -122,20 +147,21 @@ gl_FragCoord origin is upper left
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0:? Sequence
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0:25 vector-scale ( temp 4-component vector of float)
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0:25 Convert int to float ( temp float)
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0:25 d: direct index for structure (layout( offset=44) uniform int)
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0:25 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e})
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0:25 d: direct index for structure ( uniform int)
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0:25 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
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0:25 Constant:
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0:25 3 (const uint)
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0:25 a: direct index for structure (layout( offset=0) uniform 4-component vector of float)
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0:25 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e})
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0:25 a: direct index for structure ( uniform 4-component vector of float)
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0:25 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
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0:25 Constant:
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0:25 0 (const uint)
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e})
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
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0:? 'm' ( global 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 50
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// Id's are bound by 57
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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@@ -147,62 +173,71 @@ gl_FragCoord origin is upper left
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Name 8 "f2("
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Name 10 "f3("
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Name 12 "f4("
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Name 18 "$Global"
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MemberName 18($Global) 0 "a"
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MemberName 18($Global) 1 "b"
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MemberName 18($Global) 2 "c"
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MemberName 18($Global) 3 "d"
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MemberName 18($Global) 4 "e"
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Name 20 ""
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MemberDecorate 18($Global) 0 Offset 0
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MemberDecorate 18($Global) 1 Offset 16
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MemberDecorate 18($Global) 2 Offset 32
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MemberDecorate 18($Global) 3 Offset 44
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MemberDecorate 18($Global) 4 Offset 48
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Decorate 18($Global) Block
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Decorate 20 DescriptorSet 0
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Name 17 "m"
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Name 20 "$Global"
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MemberName 20($Global) 0 "a"
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MemberName 20($Global) 1 "b"
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MemberName 20($Global) 2 "c"
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MemberName 20($Global) 3 "d"
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MemberName 20($Global) 4 "e"
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Name 22 ""
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MemberDecorate 20($Global) 0 Offset 0
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MemberDecorate 20($Global) 1 Offset 16
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MemberDecorate 20($Global) 2 Offset 32
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MemberDecorate 20($Global) 3 Offset 44
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MemberDecorate 20($Global) 4 Offset 48
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Decorate 20($Global) Block
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Decorate 22 DescriptorSet 0
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2: TypeVoid
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3: TypeFunction 2
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14: TypeFloat 32
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15: TypeVector 14(float) 4
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16: TypeVector 14(float) 3
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17: TypeInt 32 1
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18($Global): TypeStruct 15(fvec4) 14(float) 16(fvec3) 17(int) 17(int)
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19: TypePointer Uniform 18($Global)
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20: 19(ptr) Variable Uniform
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21: 17(int) Constant 0
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22: TypePointer Uniform 15(fvec4)
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25: 17(int) Constant 1
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26: TypePointer Uniform 14(float)
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31: TypeInt 32 0
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32: 31(int) Constant 0
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38: 17(int) Constant 2
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42: 17(int) Constant 3
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43: TypePointer Uniform 17(int)
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16: TypePointer Private 15(fvec4)
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17(m): 16(ptr) Variable Private
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18: TypeVector 14(float) 3
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19: TypeInt 32 1
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20($Global): TypeStruct 15(fvec4) 14(float) 18(fvec3) 19(int) 19(int)
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21: TypePointer Uniform 20($Global)
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22: 21(ptr) Variable Uniform
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23: 19(int) Constant 0
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24: TypePointer Uniform 15(fvec4)
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27: 19(int) Constant 1
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28: TypePointer Uniform 14(float)
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38: TypeInt 32 0
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39: 38(int) Constant 0
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45: 19(int) Constant 2
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49: 19(int) Constant 3
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50: TypePointer Uniform 19(int)
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4(f1): 2 Function None 3
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5: Label
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30: 2 FunctionCall 6(@f1()
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25: 24(ptr) AccessChain 22 23
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26: 15(fvec4) Load 25
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29: 28(ptr) AccessChain 22 27
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30: 14(float) Load 29
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31: 15(fvec4) VectorTimesScalar 26 30
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Store 17(m) 31
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37: 2 FunctionCall 6(@f1()
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Return
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FunctionEnd
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6(@f1(): 2 Function None 3
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7: Label
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23: 22(ptr) AccessChain 20 21
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24: 15(fvec4) Load 23
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27: 26(ptr) AccessChain 20 25
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28: 14(float) Load 27
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29: 15(fvec4) VectorTimesScalar 24 28
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32: 24(ptr) AccessChain 22 23
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33: 15(fvec4) Load 32
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34: 28(ptr) AccessChain 22 27
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35: 14(float) Load 34
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36: 15(fvec4) VectorTimesScalar 33 35
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Return
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FunctionEnd
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8(f2(): 2 Function None 3
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9: Label
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33: 26(ptr) AccessChain 20 21 32
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34: 14(float) Load 33
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35: 26(ptr) AccessChain 20 25
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36: 14(float) Load 35
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37: 14(float) FAdd 34 36
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39: 26(ptr) AccessChain 20 38 32
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40: 14(float) Load 39
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41: 14(float) FAdd 37 40
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40: 28(ptr) AccessChain 22 23 39
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41: 14(float) Load 40
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42: 28(ptr) AccessChain 22 27
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43: 14(float) Load 42
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44: 14(float) FAdd 41 43
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46: 28(ptr) AccessChain 22 45 39
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47: 14(float) Load 46
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48: 14(float) FAdd 44 47
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Return
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FunctionEnd
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10(f3(): 2 Function None 3
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@@ -211,11 +246,11 @@ gl_FragCoord origin is upper left
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FunctionEnd
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12(f4(): 2 Function None 3
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13: Label
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44: 43(ptr) AccessChain 20 42
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45: 17(int) Load 44
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46: 14(float) ConvertSToF 45
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47: 22(ptr) AccessChain 20 21
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48: 15(fvec4) Load 47
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49: 15(fvec4) VectorTimesScalar 48 46
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51: 50(ptr) AccessChain 22 49
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52: 19(int) Load 51
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53: 14(float) ConvertSToF 52
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54: 24(ptr) AccessChain 22 23
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55: 15(fvec4) Load 54
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56: 15(fvec4) VectorTimesScalar 55 53
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Return
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FunctionEnd
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