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

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