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:
John Kessenich
2017-01-19 15:41:47 -07:00
parent 18adbdbbb8
commit 02467d8d94
171 changed files with 37604 additions and 32679 deletions

View File

@@ -7,7 +7,7 @@ ERROR: 2 compilation errors. No code generated.
Shader version: 450
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:13 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:13 Function Definition: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:13 Function Parameters:
0:? Sequence
0:16 Sequence
@@ -43,27 +43,33 @@ ERROR: node is still EOpNull!
0:20 1 (const int)
0:20 Constant:
0:20 1.000000
0:22 Sequence
0:22 Sequence
0:22 move second child to first child (temp 4-component vector of float)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:22 Color: direct index for structure (temp 4-component vector of float)
0:22 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:22 Constant:
0:22 0 (const int)
0:22 move second child to first child (temp float)
0:? 'Depth' (out float FragDepth)
0:22 Depth: direct index for structure (temp float)
0:22 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:22 Constant:
0:22 1 (const int)
0:22 Branch: Return
0:22 Branch: Return with expression
0:22 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:13 Function Definition: main( (temp void)
0:13 Function Parameters:
0:? Sequence
0:13 Sequence
0:13 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth})
0:13 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:13 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:13 move second child to first child (temp 4-component vector of float)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:13 Color: direct index for structure (temp 4-component vector of float)
0:13 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:13 Constant:
0:13 0 (const int)
0:13 move second child to first child (temp float)
0:? 'Depth' (out float FragDepth)
0:13 Depth: direct index for structure (temp float)
0:13 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:13 Constant:
0:13 1 (const int)
0:? Linker Objects
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex2dmsf4' (uniform texture2DMS)
0:? 'g_tTex2dmsf4a' (uniform texture2DMSArray)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'Depth' (out float FragDepth)
Linked fragment stage:
@@ -72,7 +78,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:13 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:13 Function Definition: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:13 Function Parameters:
0:? Sequence
0:16 Sequence
@@ -108,26 +114,32 @@ ERROR: node is still EOpNull!
0:20 1 (const int)
0:20 Constant:
0:20 1.000000
0:22 Sequence
0:22 Sequence
0:22 move second child to first child (temp 4-component vector of float)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:22 Color: direct index for structure (temp 4-component vector of float)
0:22 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:22 Constant:
0:22 0 (const int)
0:22 move second child to first child (temp float)
0:? 'Depth' (out float FragDepth)
0:22 Depth: direct index for structure (temp float)
0:22 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:22 Constant:
0:22 1 (const int)
0:22 Branch: Return
0:22 Branch: Return with expression
0:22 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:13 Function Definition: main( (temp void)
0:13 Function Parameters:
0:? Sequence
0:13 Sequence
0:13 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth})
0:13 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:13 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:13 move second child to first child (temp 4-component vector of float)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:13 Color: direct index for structure (temp 4-component vector of float)
0:13 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:13 Constant:
0:13 0 (const int)
0:13 move second child to first child (temp float)
0:? 'Depth' (out float FragDepth)
0:13 Depth: direct index for structure (temp float)
0:13 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:13 Constant:
0:13 1 (const int)
0:? Linker Objects
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex2dmsf4' (uniform texture2DMS)
0:? 'g_tTex2dmsf4a' (uniform texture2DMSArray)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'Depth' (out float FragDepth)
SPIR-V is not generated for failed compile or link