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

@@ -2,16 +2,16 @@ hlsl.switch.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4;i1;i1; (temp 4-component vector of float)
0:2 Function Definition: @PixelShaderFunction(vf4;i1;i1; (temp 4-component vector of float)
0:2 Function Parameters:
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:2 'c' (layout(location=1 ) in int)
0:2 'd' (layout(location=2 ) in int)
0:2 'input' (in 4-component vector of float)
0:2 'c' (in int)
0:2 'd' (in int)
0:? Sequence
0:3 'c' (layout(location=1 ) in int)
0:3 'c' (in int)
0:7 switch
0:7 condition
0:7 'c' (layout(location=1 ) in int)
0:7 'c' (in int)
0:7 body
0:7 Sequence
0:9 default:
@@ -19,7 +19,7 @@ gl_FragCoord origin is upper left
0:7 Branch: Break
0:12 switch
0:12 condition
0:12 'c' (layout(location=1 ) in int)
0:12 'c' (in int)
0:12 body
0:12 Sequence
0:13 case: with expression
@@ -27,18 +27,18 @@ gl_FragCoord origin is upper left
0:13 1 (const int)
0:? Sequence
0:14 Pre-Increment (temp 4-component vector of float)
0:14 'input' (layout(location=0 ) in 4-component vector of float)
0:14 'input' (in 4-component vector of float)
0:15 Branch: Break
0:16 case: with expression
0:16 Constant:
0:16 2 (const int)
0:? Sequence
0:17 Pre-Decrement (temp 4-component vector of float)
0:17 'input' (layout(location=0 ) in 4-component vector of float)
0:17 'input' (in 4-component vector of float)
0:18 Branch: Break
0:21 switch
0:21 condition
0:21 'c' (layout(location=1 ) in int)
0:21 'c' (in int)
0:21 body
0:21 Sequence
0:22 case: with expression
@@ -46,7 +46,7 @@ gl_FragCoord origin is upper left
0:22 1 (const int)
0:? Sequence
0:23 Pre-Increment (temp 4-component vector of float)
0:23 'input' (layout(location=0 ) in 4-component vector of float)
0:23 'input' (in 4-component vector of float)
0:24 Branch: Break
0:25 case: with expression
0:25 Constant:
@@ -54,7 +54,7 @@ gl_FragCoord origin is upper left
0:? Sequence
0:26 switch
0:26 condition
0:26 'd' (layout(location=2 ) in int)
0:26 'd' (in int)
0:26 body
0:26 Sequence
0:27 case: with expression
@@ -62,7 +62,7 @@ gl_FragCoord origin is upper left
0:27 2 (const int)
0:? Sequence
0:28 add second child into first child (temp 4-component vector of float)
0:28 'input' (layout(location=0 ) in 4-component vector of float)
0:28 'input' (in 4-component vector of float)
0:28 Constant:
0:28 2.000000
0:29 Branch: Break
@@ -71,7 +71,7 @@ gl_FragCoord origin is upper left
0:30 3 (const int)
0:? Sequence
0:31 add second child into first child (temp 4-component vector of float)
0:31 'input' (layout(location=0 ) in 4-component vector of float)
0:31 'input' (in 4-component vector of float)
0:31 Constant:
0:31 3.000000
0:32 Branch: Break
@@ -79,12 +79,12 @@ gl_FragCoord origin is upper left
0:35 default:
0:? Sequence
0:36 add second child into first child (temp 4-component vector of float)
0:36 'input' (layout(location=0 ) in 4-component vector of float)
0:36 'input' (in 4-component vector of float)
0:36 Constant:
0:36 4.000000
0:39 switch
0:39 condition
0:39 'c' (layout(location=1 ) in int)
0:39 'c' (in int)
0:39 body
0:39 Sequence
0:40 case: with expression
@@ -94,7 +94,7 @@ gl_FragCoord origin is upper left
0:39 Branch: Break
0:43 switch
0:43 condition
0:43 'c' (layout(location=1 ) in int)
0:43 'c' (in int)
0:43 body
0:43 Sequence
0:44 case: with expression
@@ -108,7 +108,7 @@ gl_FragCoord origin is upper left
0:46 3 (const int)
0:? Sequence
0:47 Pre-Increment (temp 4-component vector of float)
0:47 'input' (layout(location=0 ) in 4-component vector of float)
0:47 'input' (in 4-component vector of float)
0:48 Branch: Break
0:49 case: with expression
0:49 Constant:
@@ -118,12 +118,27 @@ gl_FragCoord origin is upper left
0:50 5 (const int)
0:? Sequence
0:51 Pre-Decrement (temp 4-component vector of float)
0:51 'input' (layout(location=0 ) in 4-component vector of float)
0:54 Sequence
0:54 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:54 'input' (layout(location=0 ) in 4-component vector of float)
0:54 Branch: Return
0:51 'input' (in 4-component vector of float)
0:54 Branch: Return with expression
0:54 'input' (in 4-component vector of float)
0:2 Function Definition: PixelShaderFunction( (temp void)
0:2 Function Parameters:
0:? Sequence
0:2 move second child to first child (temp 4-component vector of float)
0:? 'input' (temp 4-component vector of float)
0:? 'input' (layout(location=0 ) in 4-component vector of float)
0:2 move second child to first child (temp int)
0:? 'c' (temp int)
0:? 'c' (layout(location=1 ) in int)
0:2 move second child to first child (temp int)
0:? 'd' (temp int)
0:? 'd' (layout(location=2 ) in int)
0:2 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:2 Function Call: @PixelShaderFunction(vf4;i1;i1; (temp 4-component vector of float)
0:? 'input' (temp 4-component vector of float)
0:? 'c' (temp int)
0:? 'd' (temp int)
0:? Linker Objects
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:? 'input' (layout(location=0 ) in 4-component vector of float)
@@ -137,16 +152,16 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4;i1;i1; (temp 4-component vector of float)
0:2 Function Definition: @PixelShaderFunction(vf4;i1;i1; (temp 4-component vector of float)
0:2 Function Parameters:
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:2 'c' (layout(location=1 ) in int)
0:2 'd' (layout(location=2 ) in int)
0:2 'input' (in 4-component vector of float)
0:2 'c' (in int)
0:2 'd' (in int)
0:? Sequence
0:3 'c' (layout(location=1 ) in int)
0:3 'c' (in int)
0:7 switch
0:7 condition
0:7 'c' (layout(location=1 ) in int)
0:7 'c' (in int)
0:7 body
0:7 Sequence
0:9 default:
@@ -154,7 +169,7 @@ gl_FragCoord origin is upper left
0:7 Branch: Break
0:12 switch
0:12 condition
0:12 'c' (layout(location=1 ) in int)
0:12 'c' (in int)
0:12 body
0:12 Sequence
0:13 case: with expression
@@ -162,18 +177,18 @@ gl_FragCoord origin is upper left
0:13 1 (const int)
0:? Sequence
0:14 Pre-Increment (temp 4-component vector of float)
0:14 'input' (layout(location=0 ) in 4-component vector of float)
0:14 'input' (in 4-component vector of float)
0:15 Branch: Break
0:16 case: with expression
0:16 Constant:
0:16 2 (const int)
0:? Sequence
0:17 Pre-Decrement (temp 4-component vector of float)
0:17 'input' (layout(location=0 ) in 4-component vector of float)
0:17 'input' (in 4-component vector of float)
0:18 Branch: Break
0:21 switch
0:21 condition
0:21 'c' (layout(location=1 ) in int)
0:21 'c' (in int)
0:21 body
0:21 Sequence
0:22 case: with expression
@@ -181,7 +196,7 @@ gl_FragCoord origin is upper left
0:22 1 (const int)
0:? Sequence
0:23 Pre-Increment (temp 4-component vector of float)
0:23 'input' (layout(location=0 ) in 4-component vector of float)
0:23 'input' (in 4-component vector of float)
0:24 Branch: Break
0:25 case: with expression
0:25 Constant:
@@ -189,7 +204,7 @@ gl_FragCoord origin is upper left
0:? Sequence
0:26 switch
0:26 condition
0:26 'd' (layout(location=2 ) in int)
0:26 'd' (in int)
0:26 body
0:26 Sequence
0:27 case: with expression
@@ -197,7 +212,7 @@ gl_FragCoord origin is upper left
0:27 2 (const int)
0:? Sequence
0:28 add second child into first child (temp 4-component vector of float)
0:28 'input' (layout(location=0 ) in 4-component vector of float)
0:28 'input' (in 4-component vector of float)
0:28 Constant:
0:28 2.000000
0:29 Branch: Break
@@ -206,7 +221,7 @@ gl_FragCoord origin is upper left
0:30 3 (const int)
0:? Sequence
0:31 add second child into first child (temp 4-component vector of float)
0:31 'input' (layout(location=0 ) in 4-component vector of float)
0:31 'input' (in 4-component vector of float)
0:31 Constant:
0:31 3.000000
0:32 Branch: Break
@@ -214,12 +229,12 @@ gl_FragCoord origin is upper left
0:35 default:
0:? Sequence
0:36 add second child into first child (temp 4-component vector of float)
0:36 'input' (layout(location=0 ) in 4-component vector of float)
0:36 'input' (in 4-component vector of float)
0:36 Constant:
0:36 4.000000
0:39 switch
0:39 condition
0:39 'c' (layout(location=1 ) in int)
0:39 'c' (in int)
0:39 body
0:39 Sequence
0:40 case: with expression
@@ -229,7 +244,7 @@ gl_FragCoord origin is upper left
0:39 Branch: Break
0:43 switch
0:43 condition
0:43 'c' (layout(location=1 ) in int)
0:43 'c' (in int)
0:43 body
0:43 Sequence
0:44 case: with expression
@@ -243,7 +258,7 @@ gl_FragCoord origin is upper left
0:46 3 (const int)
0:? Sequence
0:47 Pre-Increment (temp 4-component vector of float)
0:47 'input' (layout(location=0 ) in 4-component vector of float)
0:47 'input' (in 4-component vector of float)
0:48 Branch: Break
0:49 case: with expression
0:49 Constant:
@@ -253,12 +268,27 @@ gl_FragCoord origin is upper left
0:50 5 (const int)
0:? Sequence
0:51 Pre-Decrement (temp 4-component vector of float)
0:51 'input' (layout(location=0 ) in 4-component vector of float)
0:54 Sequence
0:54 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:54 'input' (layout(location=0 ) in 4-component vector of float)
0:54 Branch: Return
0:51 'input' (in 4-component vector of float)
0:54 Branch: Return with expression
0:54 'input' (in 4-component vector of float)
0:2 Function Definition: PixelShaderFunction( (temp void)
0:2 Function Parameters:
0:? Sequence
0:2 move second child to first child (temp 4-component vector of float)
0:? 'input' (temp 4-component vector of float)
0:? 'input' (layout(location=0 ) in 4-component vector of float)
0:2 move second child to first child (temp int)
0:? 'c' (temp int)
0:? 'c' (layout(location=1 ) in int)
0:2 move second child to first child (temp int)
0:? 'd' (temp int)
0:? 'd' (layout(location=2 ) in int)
0:2 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:2 Function Call: @PixelShaderFunction(vf4;i1;i1; (temp 4-component vector of float)
0:? 'input' (temp 4-component vector of float)
0:? 'c' (temp int)
0:? 'd' (temp int)
0:? Linker Objects
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:? 'input' (layout(location=0 ) in 4-component vector of float)
@@ -267,131 +297,170 @@ gl_FragCoord origin is upper left
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 84
// Id's are bound by 106
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" 8 21 41 81
EntryPoint Fragment 4 "PixelShaderFunction" 88 92 95 98
ExecutionMode 4 OriginUpperLeft
Name 4 "PixelShaderFunction"
Name 8 "c"
Name 21 "input"
Name 41 "d"
Name 81 "@entryPointOutput"
Decorate 8(c) Location 1
Decorate 21(input) Location 0
Decorate 41(d) Location 2
Decorate 81(@entryPointOutput) Location 0
Name 15 "@PixelShaderFunction(vf4;i1;i1;"
Name 12 "input"
Name 13 "c"
Name 14 "d"
Name 86 "input"
Name 88 "input"
Name 90 "c"
Name 92 "c"
Name 94 "d"
Name 95 "d"
Name 98 "@entryPointOutput"
Name 99 "param"
Name 101 "param"
Name 103 "param"
Decorate 88(input) Location 0
Decorate 92(c) Location 1
Decorate 95(d) Location 2
Decorate 98(@entryPointOutput) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeInt 32 1
7: TypePointer Input 6(int)
8(c): 7(ptr) Variable Input
18: TypeFloat 32
19: TypeVector 18(float) 4
20: TypePointer Input 19(fvec4)
21(input): 20(ptr) Variable Input
23: 18(float) Constant 1065353216
41(d): 7(ptr) Variable Input
46: 18(float) Constant 1073741824
51: 18(float) Constant 1077936128
58: 18(float) Constant 1082130432
80: TypePointer Output 19(fvec4)
81(@entryPointOutput): 80(ptr) Variable Output
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypePointer Function 7(fvec4)
9: TypeInt 32 1
10: TypePointer Function 9(int)
11: TypeFunction 7(fvec4) 8(ptr) 10(ptr) 10(ptr)
27: 6(float) Constant 1065353216
49: 6(float) Constant 1073741824
54: 6(float) Constant 1077936128
61: 6(float) Constant 1082130432
87: TypePointer Input 7(fvec4)
88(input): 87(ptr) Variable Input
91: TypePointer Input 9(int)
92(c): 91(ptr) Variable Input
95(d): 91(ptr) Variable Input
97: TypePointer Output 7(fvec4)
98(@entryPointOutput): 97(ptr) Variable Output
4(PixelShaderFunction): 2 Function None 3
5: Label
9: 6(int) Load 8(c)
SelectionMerge 11 None
Switch 9 10
10: Label
Branch 11
11: Label
14: 6(int) Load 8(c)
SelectionMerge 17 None
Switch 14 17
case 1: 15
case 2: 16
15: Label
22: 19(fvec4) Load 21(input)
24: 19(fvec4) CompositeConstruct 23 23 23 23
25: 19(fvec4) FAdd 22 24
Store 21(input) 25
Branch 17
16: Label
27: 19(fvec4) Load 21(input)
28: 19(fvec4) CompositeConstruct 23 23 23 23
29: 19(fvec4) FSub 27 28
Store 21(input) 29
Branch 17
17: Label
32: 6(int) Load 8(c)
SelectionMerge 36 None
Switch 32 35
case 1: 33
case 2: 34
35: Label
59: 19(fvec4) Load 21(input)
60: 19(fvec4) CompositeConstruct 58 58 58 58
61: 19(fvec4) FAdd 59 60
Store 21(input) 61
Branch 36
33: Label
37: 19(fvec4) Load 21(input)
38: 19(fvec4) CompositeConstruct 23 23 23 23
39: 19(fvec4) FAdd 37 38
Store 21(input) 39
Branch 36
34: Label
42: 6(int) Load 41(d)
SelectionMerge 45 None
Switch 42 45
case 2: 43
case 3: 44
43: Label
47: 19(fvec4) Load 21(input)
48: 19(fvec4) CompositeConstruct 46 46 46 46
49: 19(fvec4) FAdd 47 48
Store 21(input) 49
Branch 45
44: Label
52: 19(fvec4) Load 21(input)
53: 19(fvec4) CompositeConstruct 51 51 51 51
54: 19(fvec4) FAdd 52 53
Store 21(input) 54
Branch 45
45: Label
Branch 36
36: Label
63: 6(int) Load 8(c)
SelectionMerge 65 None
Switch 63 65
case 1: 64
64: Label
Branch 65
65: Label
68: 6(int) Load 8(c)
SelectionMerge 71 None
Switch 68 71
case 1: 69
case 2: 69
case 3: 69
case 4: 70
case 5: 70
69: Label
72: 19(fvec4) Load 21(input)
73: 19(fvec4) CompositeConstruct 23 23 23 23
74: 19(fvec4) FAdd 72 73
Store 21(input) 74
Branch 71
70: Label
76: 19(fvec4) Load 21(input)
77: 19(fvec4) CompositeConstruct 23 23 23 23
78: 19(fvec4) FSub 76 77
Store 21(input) 78
Branch 71
71: Label
82: 19(fvec4) Load 21(input)
Store 81(@entryPointOutput) 82
86(input): 8(ptr) Variable Function
90(c): 10(ptr) Variable Function
94(d): 10(ptr) Variable Function
99(param): 8(ptr) Variable Function
101(param): 10(ptr) Variable Function
103(param): 10(ptr) Variable Function
89: 7(fvec4) Load 88(input)
Store 86(input) 89
93: 9(int) Load 92(c)
Store 90(c) 93
96: 9(int) Load 95(d)
Store 94(d) 96
100: 7(fvec4) Load 86(input)
Store 99(param) 100
102: 9(int) Load 90(c)
Store 101(param) 102
104: 9(int) Load 94(d)
Store 103(param) 104
105: 7(fvec4) FunctionCall 15(@PixelShaderFunction(vf4;i1;i1;) 99(param) 101(param) 103(param)
Store 98(@entryPointOutput) 105
Return
FunctionEnd
15(@PixelShaderFunction(vf4;i1;i1;): 7(fvec4) Function None 11
12(input): 8(ptr) FunctionParameter
13(c): 10(ptr) FunctionParameter
14(d): 10(ptr) FunctionParameter
16: Label
17: 9(int) Load 13(c)
SelectionMerge 19 None
Switch 17 18
18: Label
Branch 19
19: Label
22: 9(int) Load 13(c)
SelectionMerge 25 None
Switch 22 25
case 1: 23
case 2: 24
23: Label
26: 7(fvec4) Load 12(input)
28: 7(fvec4) CompositeConstruct 27 27 27 27
29: 7(fvec4) FAdd 26 28
Store 12(input) 29
Branch 25
24: Label
31: 7(fvec4) Load 12(input)
32: 7(fvec4) CompositeConstruct 27 27 27 27
33: 7(fvec4) FSub 31 32
Store 12(input) 33
Branch 25
25: Label
36: 9(int) Load 13(c)
SelectionMerge 40 None
Switch 36 39
case 1: 37
case 2: 38
39: Label
62: 7(fvec4) Load 12(input)
63: 7(fvec4) CompositeConstruct 61 61 61 61
64: 7(fvec4) FAdd 62 63
Store 12(input) 64
Branch 40
37: Label
41: 7(fvec4) Load 12(input)
42: 7(fvec4) CompositeConstruct 27 27 27 27
43: 7(fvec4) FAdd 41 42
Store 12(input) 43
Branch 40
38: Label
45: 9(int) Load 14(d)
SelectionMerge 48 None
Switch 45 48
case 2: 46
case 3: 47
46: Label
50: 7(fvec4) Load 12(input)
51: 7(fvec4) CompositeConstruct 49 49 49 49
52: 7(fvec4) FAdd 50 51
Store 12(input) 52
Branch 48
47: Label
55: 7(fvec4) Load 12(input)
56: 7(fvec4) CompositeConstruct 54 54 54 54
57: 7(fvec4) FAdd 55 56
Store 12(input) 57
Branch 48
48: Label
Branch 40
40: Label
66: 9(int) Load 13(c)
SelectionMerge 68 None
Switch 66 68
case 1: 67
67: Label
Branch 68
68: Label
71: 9(int) Load 13(c)
SelectionMerge 74 None
Switch 71 74
case 1: 72
case 2: 72
case 3: 72
case 4: 73
case 5: 73
72: Label
75: 7(fvec4) Load 12(input)
76: 7(fvec4) CompositeConstruct 27 27 27 27
77: 7(fvec4) FAdd 75 76
Store 12(input) 77
Branch 74
73: Label
79: 7(fvec4) Load 12(input)
80: 7(fvec4) CompositeConstruct 27 27 27 27
81: 7(fvec4) FSub 79 80
Store 12(input) 81
Branch 74
74: Label
83: 7(fvec4) Load 12(input)
ReturnValue 83
FunctionEnd