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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@@ -2,15 +2,23 @@ hlsl.attribute.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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0:2 Function Definition: PixelShaderFunction(vf4; (temp void)
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0:2 Function Definition: @PixelShaderFunction(vf4; (temp void)
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0:2 Function Parameters:
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0:2 'input' (layout(location=0 ) in 4-component vector of float)
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0:2 'input' (in 4-component vector of float)
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0:? Sequence
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0:11 Test condition and select (temp void)
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0:11 Condition
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0:11 Constant:
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0:11 0 (const int)
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0:11 true case is null
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0:2 Function Definition: PixelShaderFunction( (temp void)
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0:2 Function Parameters:
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0:? Sequence
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0:2 move second child to first child (temp 4-component vector of float)
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0:? 'input' (temp 4-component vector of float)
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0:? 'input' (layout(location=0 ) in 4-component vector of float)
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0:2 Function Call: @PixelShaderFunction(vf4; (temp void)
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0:? 'input' (temp 4-component vector of float)
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0:? Linker Objects
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0:? 'input' (layout(location=0 ) in 4-component vector of float)
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@@ -21,44 +29,70 @@ 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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0:2 Function Definition: PixelShaderFunction(vf4; (temp void)
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0:2 Function Definition: @PixelShaderFunction(vf4; (temp void)
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0:2 Function Parameters:
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0:2 'input' (layout(location=0 ) in 4-component vector of float)
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0:2 'input' (in 4-component vector of float)
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0:? Sequence
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0:11 Test condition and select (temp void)
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0:11 Condition
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0:11 Constant:
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0:11 0 (const int)
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0:11 true case is null
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0:2 Function Definition: PixelShaderFunction( (temp void)
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0:2 Function Parameters:
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0:? Sequence
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0:2 move second child to first child (temp 4-component vector of float)
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0:? 'input' (temp 4-component vector of float)
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0:? 'input' (layout(location=0 ) in 4-component vector of float)
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0:2 Function Call: @PixelShaderFunction(vf4; (temp void)
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0:? 'input' (temp 4-component vector of float)
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0:? Linker Objects
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0:? 'input' (layout(location=0 ) in 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 14
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// Id's are bound by 24
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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 "PixelShaderFunction" 13
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EntryPoint Fragment 4 "PixelShaderFunction" 19
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ExecutionMode 4 OriginUpperLeft
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Name 4 "PixelShaderFunction"
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Name 13 "input"
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Decorate 13(input) Location 0
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Name 11 "@PixelShaderFunction(vf4;"
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Name 10 "input"
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Name 17 "input"
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Name 19 "input"
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Name 21 "param"
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Decorate 19(input) Location 0
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2: TypeVoid
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3: TypeFunction 2
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6: TypeInt 32 1
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7: 6(int) Constant 0
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10: TypeFloat 32
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11: TypeVector 10(float) 4
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12: TypePointer Input 11(fvec4)
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13(input): 12(ptr) Variable Input
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6: TypeFloat 32
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7: TypeVector 6(float) 4
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8: TypePointer Function 7(fvec4)
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9: TypeFunction 2 8(ptr)
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13: TypeInt 32 1
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14: 13(int) Constant 0
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18: TypePointer Input 7(fvec4)
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19(input): 18(ptr) Variable Input
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4(PixelShaderFunction): 2 Function None 3
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5: Label
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SelectionMerge 9 None
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BranchConditional 7 8 9
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8: Label
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Branch 9
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9: Label
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17(input): 8(ptr) Variable Function
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21(param): 8(ptr) Variable Function
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20: 7(fvec4) Load 19(input)
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Store 17(input) 20
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22: 7(fvec4) Load 17(input)
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Store 21(param) 22
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23: 2 FunctionCall 11(@PixelShaderFunction(vf4;) 21(param)
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Return
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FunctionEnd
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11(@PixelShaderFunction(vf4;): 2 Function None 9
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10(input): 8(ptr) FunctionParameter
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12: Label
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SelectionMerge 16 None
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BranchConditional 14 15 16
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15: Label
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Branch 16
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16: Label
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Return
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FunctionEnd
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