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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@@ -2,18 +2,29 @@ hlsl.max.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;vf4; (temp 4-component vector of float)
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0:2 Function Definition: @PixelShaderFunction(vf4;vf4; (temp 4-component vector of float)
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0:2 Function Parameters:
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0:2 'input1' (layout(location=0 ) in 4-component vector of float)
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0:2 'input2' (layout(location=1 ) in 4-component vector of float)
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0:2 'input1' (in 4-component vector of float)
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0:2 'input2' (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 max (temp 4-component vector of float)
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0:3 'input1' (layout(location=0 ) in 4-component vector of float)
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0:3 'input2' (layout(location=1 ) in 4-component vector of float)
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0:3 Branch: Return
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0:3 Branch: Return with expression
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0:3 max (temp 4-component vector of float)
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0:3 'input1' (in 4-component vector of float)
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0:3 'input2' (in 4-component vector of float)
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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:? 'input1' (temp 4-component vector of float)
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0:? 'input1' (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:? 'input2' (temp 4-component vector of float)
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0:? 'input2' (layout(location=1 ) 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;vf4; (temp 4-component vector of float)
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0:? 'input1' (temp 4-component vector of float)
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0:? 'input2' (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:? 'input1' (layout(location=0 ) in 4-component vector of float)
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@@ -26,18 +37,29 @@ 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;vf4; (temp 4-component vector of float)
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0:2 Function Definition: @PixelShaderFunction(vf4;vf4; (temp 4-component vector of float)
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0:2 Function Parameters:
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0:2 'input1' (layout(location=0 ) in 4-component vector of float)
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0:2 'input2' (layout(location=1 ) in 4-component vector of float)
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0:2 'input1' (in 4-component vector of float)
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0:2 'input2' (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 max (temp 4-component vector of float)
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0:3 'input1' (layout(location=0 ) in 4-component vector of float)
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0:3 'input2' (layout(location=1 ) in 4-component vector of float)
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0:3 Branch: Return
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0:3 Branch: Return with expression
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0:3 max (temp 4-component vector of float)
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0:3 'input1' (in 4-component vector of float)
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0:3 'input2' (in 4-component vector of float)
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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:? 'input1' (temp 4-component vector of float)
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0:? 'input1' (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:? 'input2' (temp 4-component vector of float)
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0:? 'input2' (layout(location=1 ) 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;vf4; (temp 4-component vector of float)
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0:? 'input1' (temp 4-component vector of float)
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0:? 'input2' (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:? 'input1' (layout(location=0 ) in 4-component vector of float)
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@@ -45,34 +67,62 @@ gl_FragCoord origin is upper left
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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 17
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// Id's are bound by 33
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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 13
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EntryPoint Fragment 4 "PixelShaderFunction" 21 24 27
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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 "input1"
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Name 13 "input2"
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Decorate 9(@entryPointOutput) Location 0
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Decorate 11(input1) Location 0
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Decorate 13(input2) Location 1
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Name 12 "@PixelShaderFunction(vf4;vf4;"
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Name 10 "input1"
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Name 11 "input2"
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Name 19 "input1"
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Name 21 "input1"
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Name 23 "input2"
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Name 24 "input2"
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Name 27 "@entryPointOutput"
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Name 28 "param"
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Name 30 "param"
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Decorate 21(input1) Location 0
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Decorate 24(input2) Location 1
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Decorate 27(@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(input1): 10(ptr) Variable Input
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13(input2): 10(ptr) Variable Input
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8: TypePointer Function 7(fvec4)
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9: TypeFunction 7(fvec4) 8(ptr) 8(ptr)
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20: TypePointer Input 7(fvec4)
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21(input1): 20(ptr) Variable Input
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24(input2): 20(ptr) Variable Input
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26: TypePointer Output 7(fvec4)
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27(@entryPointOutput): 26(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(input1)
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14: 7(fvec4) Load 13(input2)
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15: 7(fvec4) ExtInst 1(GLSL.std.450) 40(FMax) 12 14
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Store 9(@entryPointOutput) 15
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19(input1): 8(ptr) Variable Function
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23(input2): 8(ptr) Variable Function
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28(param): 8(ptr) Variable Function
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30(param): 8(ptr) Variable Function
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22: 7(fvec4) Load 21(input1)
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Store 19(input1) 22
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25: 7(fvec4) Load 24(input2)
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Store 23(input2) 25
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29: 7(fvec4) Load 19(input1)
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Store 28(param) 29
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31: 7(fvec4) Load 23(input2)
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Store 30(param) 31
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32: 7(fvec4) FunctionCall 12(@PixelShaderFunction(vf4;vf4;) 28(param) 30(param)
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Store 27(@entryPointOutput) 32
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Return
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FunctionEnd
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12(@PixelShaderFunction(vf4;vf4;): 7(fvec4) Function None 9
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10(input1): 8(ptr) FunctionParameter
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11(input2): 8(ptr) FunctionParameter
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13: Label
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14: 7(fvec4) Load 10(input1)
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15: 7(fvec4) Load 11(input2)
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16: 7(fvec4) ExtInst 1(GLSL.std.450) 40(FMax) 14 15
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ReturnValue 16
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FunctionEnd
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