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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@@ -2,16 +2,23 @@ hlsl.sin.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 sine (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 Branch: Return
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0:3 Branch: Return with expression
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0:3 sine (temp 4-component vector of float)
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0:3 'input' (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:? '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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@@ -23,46 +30,71 @@ 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 sine (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 Branch: Return
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0:3 Branch: Return with expression
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0:3 sine (temp 4-component vector of float)
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0:3 'input' (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:? '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 15
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// Id's are bound by 26
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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" 19 22
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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 17 "input"
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Name 19 "input"
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Name 22 "@entryPointOutput"
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Name 23 "param"
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Decorate 19(input) Location 0
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Decorate 22(@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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8: TypePointer Function 7(fvec4)
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9: TypeFunction 7(fvec4) 8(ptr)
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18: TypePointer Input 7(fvec4)
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19(input): 18(ptr) Variable Input
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21: TypePointer Output 7(fvec4)
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22(@entryPointOutput): 21(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: 7(fvec4) ExtInst 1(GLSL.std.450) 13(Sin) 12
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Store 9(@entryPointOutput) 13
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17(input): 8(ptr) Variable Function
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23(param): 8(ptr) Variable Function
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20: 7(fvec4) Load 19(input)
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Store 17(input) 20
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24: 7(fvec4) Load 17(input)
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Store 23(param) 24
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25: 7(fvec4) FunctionCall 11(@PixelShaderFunction(vf4;) 23(param)
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Store 22(@entryPointOutput) 25
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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: 7(fvec4) ExtInst 1(GLSL.std.450) 13(Sin) 13
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ReturnValue 14
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FunctionEnd
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