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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@@ -49,22 +49,29 @@ ERROR: node is still EOpNull!
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0:? 1.000000
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0:? 2.000000
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0:? 3.000000
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0:29 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
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0:29 Function Definition: @PixelShaderFunction(vf4; (temp 4-component vector of float)
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0:29 Function Parameters:
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0:29 'inF0' (layout(location=0 ) in 4-component vector of float)
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0:29 'inF0' (in 4-component vector of float)
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0:? Sequence
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0:30 ERROR: Bad unary op
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(temp 4-component vector of uint)
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0:30 'inF0' (layout(location=0 ) in 4-component vector of float)
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0:32 Sequence
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0:32 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:? Constant:
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0:? 1.000000
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0:? 2.000000
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0:? 3.000000
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0:? 4.000000
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0:32 Branch: Return
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0:30 'inF0' (in 4-component vector of float)
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0:32 Branch: Return with expression
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0:? Constant:
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0:? 1.000000
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0:? 2.000000
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0:? 3.000000
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0:? 4.000000
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0:29 Function Definition: PixelShaderFunction( (temp void)
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0:29 Function Parameters:
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0:? Sequence
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0:29 move second child to first child (temp 4-component vector of float)
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0:? 'inF0' (temp 4-component vector of float)
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0:? 'inF0' (layout(location=0 ) in 4-component vector of float)
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0:29 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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0:29 Function Call: @PixelShaderFunction(vf4; (temp 4-component vector of float)
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0:? 'inF0' (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:? 'inF0' (layout(location=0 ) in 4-component vector of float)
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@@ -116,22 +123,29 @@ ERROR: node is still EOpNull!
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0:? 1.000000
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0:? 2.000000
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0:? 3.000000
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0:29 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
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0:29 Function Definition: @PixelShaderFunction(vf4; (temp 4-component vector of float)
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0:29 Function Parameters:
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0:29 'inF0' (layout(location=0 ) in 4-component vector of float)
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0:29 'inF0' (in 4-component vector of float)
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0:? Sequence
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0:30 ERROR: Bad unary op
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(temp 4-component vector of uint)
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0:30 'inF0' (layout(location=0 ) in 4-component vector of float)
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0:32 Sequence
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0:32 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:? Constant:
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0:? 1.000000
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0:? 2.000000
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0:? 3.000000
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0:? 4.000000
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0:32 Branch: Return
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0:30 'inF0' (in 4-component vector of float)
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0:32 Branch: Return with expression
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0:? Constant:
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0:? 1.000000
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0:? 2.000000
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0:? 3.000000
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0:? 4.000000
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0:29 Function Definition: PixelShaderFunction( (temp void)
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0:29 Function Parameters:
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0:? Sequence
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0:29 move second child to first child (temp 4-component vector of float)
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0:? 'inF0' (temp 4-component vector of float)
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0:? 'inF0' (layout(location=0 ) in 4-component vector of float)
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0:29 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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0:29 Function Call: @PixelShaderFunction(vf4; (temp 4-component vector of float)
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0:? 'inF0' (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:? 'inF0' (layout(location=0 ) in 4-component vector of float)
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