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
This commit is contained in:
@@ -2,26 +2,33 @@ hlsl.cast.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 4-component vector of float)
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0:2 Function Definition: @PixelShaderFunction(vf4; (temp 4-component vector of float)
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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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0:3 Sequence
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0:3 move second child to first child (temp 4-component vector of float)
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:3 Branch: Return with expression
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0:3 add (temp 4-component vector of float)
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0:3 add (temp 4-component vector of float)
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0:3 add (temp 4-component vector of float)
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0:3 Construct vec4 (temp 4-component vector of float)
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0:3 'input' (layout(location=0 ) in 4-component vector of float)
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0:3 Convert int to float (temp 4-component vector of float)
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0:3 Convert float to int (temp 4-component vector of int)
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0:3 'input' (layout(location=0 ) in 4-component vector of float)
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0:3 Constant:
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0:3 1.198000
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0:3 1.198000
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0:3 1.198000
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0:3 1.198000
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0:3 Branch: Return
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0:3 Construct vec4 (temp 4-component vector of float)
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0:3 'input' (in 4-component vector of float)
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0:3 Convert int to float (temp 4-component vector of float)
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0:3 Convert float to int (temp 4-component vector of int)
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0:3 'input' (in 4-component vector of float)
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0:3 Constant:
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0:3 1.198000
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0:3 1.198000
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0:3 1.198000
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0:3 1.198000
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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 move second child to first child (temp 4-component vector of float)
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:2 Function Call: @PixelShaderFunction(vf4; (temp 4-component vector of float)
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0:? 'input' (temp 4-component vector of float)
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0:? Linker Objects
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:? 'input' (layout(location=0 ) in 4-component vector of float)
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@@ -33,69 +40,94 @@ 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 4-component vector of float)
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0:2 Function Definition: @PixelShaderFunction(vf4; (temp 4-component vector of float)
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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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0:3 Sequence
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0:3 move second child to first child (temp 4-component vector of float)
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:3 Branch: Return with expression
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0:3 add (temp 4-component vector of float)
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0:3 add (temp 4-component vector of float)
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0:3 add (temp 4-component vector of float)
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0:3 Construct vec4 (temp 4-component vector of float)
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0:3 'input' (layout(location=0 ) in 4-component vector of float)
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0:3 Convert int to float (temp 4-component vector of float)
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0:3 Convert float to int (temp 4-component vector of int)
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0:3 'input' (layout(location=0 ) in 4-component vector of float)
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0:3 Constant:
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0:3 1.198000
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0:3 1.198000
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0:3 1.198000
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0:3 1.198000
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0:3 Branch: Return
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0:3 Construct vec4 (temp 4-component vector of float)
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0:3 'input' (in 4-component vector of float)
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0:3 Convert int to float (temp 4-component vector of float)
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0:3 Convert float to int (temp 4-component vector of int)
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0:3 'input' (in 4-component vector of float)
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0:3 Constant:
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0:3 1.198000
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0:3 1.198000
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0:3 1.198000
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0:3 1.198000
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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 move second child to first child (temp 4-component vector of float)
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:2 Function Call: @PixelShaderFunction(vf4; (temp 4-component vector of float)
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0:? 'input' (temp 4-component vector of float)
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0:? Linker Objects
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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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 28
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// Id's are bound by 39
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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" 9 11
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EntryPoint Fragment 4 "PixelShaderFunction" 32 35
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ExecutionMode 4 OriginUpperLeft
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Name 4 "PixelShaderFunction"
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Name 9 "@entryPointOutput"
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Name 11 "input"
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Decorate 9(@entryPointOutput) Location 0
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Decorate 11(input) Location 0
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Name 11 "@PixelShaderFunction(vf4;"
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Name 10 "input"
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Name 30 "input"
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Name 32 "input"
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Name 35 "@entryPointOutput"
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Name 36 "param"
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Decorate 32(input) Location 0
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Decorate 35(@entryPointOutput) 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: TypePointer Output 7(fvec4)
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9(@entryPointOutput): 8(ptr) Variable Output
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10: TypePointer Input 7(fvec4)
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11(input): 10(ptr) Variable Input
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19: TypeInt 32 1
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20: TypeVector 19(int) 4
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24: 6(float) Constant 1067014160
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25: 7(fvec4) ConstantComposite 24 24 24 24
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8: TypePointer Function 7(fvec4)
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9: TypeFunction 7(fvec4) 8(ptr)
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20: TypeInt 32 1
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21: TypeVector 20(int) 4
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25: 6(float) Constant 1067014160
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26: 7(fvec4) ConstantComposite 25 25 25 25
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31: TypePointer Input 7(fvec4)
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32(input): 31(ptr) Variable Input
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34: TypePointer Output 7(fvec4)
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35(@entryPointOutput): 34(ptr) Variable Output
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4(PixelShaderFunction): 2 Function None 3
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5: Label
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12: 7(fvec4) Load 11(input)
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13: 6(float) CompositeExtract 12 0
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14: 6(float) CompositeExtract 12 1
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15: 6(float) CompositeExtract 12 2
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16: 6(float) CompositeExtract 12 3
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17: 7(fvec4) CompositeConstruct 13 14 15 16
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18: 7(fvec4) Load 11(input)
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21: 20(ivec4) ConvertFToS 18
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22: 7(fvec4) ConvertSToF 21
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23: 7(fvec4) FAdd 17 22
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26: 7(fvec4) FAdd 23 25
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Store 9(@entryPointOutput) 26
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30(input): 8(ptr) Variable Function
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36(param): 8(ptr) Variable Function
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33: 7(fvec4) Load 32(input)
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Store 30(input) 33
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37: 7(fvec4) Load 30(input)
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Store 36(param) 37
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38: 7(fvec4) FunctionCall 11(@PixelShaderFunction(vf4;) 36(param)
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Store 35(@entryPointOutput) 38
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Return
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FunctionEnd
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11(@PixelShaderFunction(vf4;): 7(fvec4) Function None 9
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10(input): 8(ptr) FunctionParameter
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12: Label
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13: 7(fvec4) Load 10(input)
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14: 6(float) CompositeExtract 13 0
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15: 6(float) CompositeExtract 13 1
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16: 6(float) CompositeExtract 13 2
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17: 6(float) CompositeExtract 13 3
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18: 7(fvec4) CompositeConstruct 14 15 16 17
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19: 7(fvec4) Load 10(input)
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22: 21(ivec4) ConvertFToS 19
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23: 7(fvec4) ConvertSToF 22
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24: 7(fvec4) FAdd 18 23
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27: 7(fvec4) FAdd 24 26
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ReturnValue 27
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FunctionEnd
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