HLSL: phase 2c: use lValueErrorCheck in HLSL FE

This commit splits lValueErrorCheck into machine dependent and independent
parts.  The GLSL form in TParseContext inherits from and invokes the
machine dependent part in TParseContextBase.  The base form checks language
independent things.  This split does not change the set of errors tested
for: the test results are identical.

The new base class interface is now used from the HLSL FE to test lvalues.
There was one test diff due to this, where the test was writing to a uniform.
It still does the same indirections, but does not attempt a uniform write.
This commit is contained in:
steve-lunarg
2016-10-08 10:54:52 -06:00
parent 90707966ea
commit 0de16da2c0
7 changed files with 222 additions and 130 deletions

View File

@@ -14,15 +14,14 @@ gl_FragCoord origin is upper left
0:39 Compare Equal (temp bool)
0:39 's3' (temp structure{temp 3-component vector of bool b3})
0:39 's3' (temp structure{temp 3-component vector of bool b3})
0:40 move second child to first child (temp 4-component vector of float)
0:40 i: direct index for structure (temp 4-component vector of float)
0:40 s2: direct index for structure (layout(offset=48 ) uniform structure{temp 4-component vector of float i})
0:40 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout(offset=48 ) uniform structure{temp 4-component vector of float i} s2, layout(binding=5 offset=1620 ) uniform float ff5, layout(binding=8 offset=1636 ) uniform float ff6})
0:40 Constant:
0:40 1 (const uint)
0:40 i: direct index for structure (temp 4-component vector of float)
0:40 s2: direct index for structure (layout(offset=48 ) uniform structure{temp 4-component vector of float i})
0:40 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout(offset=48 ) uniform structure{temp 4-component vector of float i} s2, layout(binding=5 offset=1620 ) uniform float ff5, layout(binding=8 offset=1636 ) uniform float ff6})
0:40 Constant:
0:40 0 (const int)
0:? 'ff4' (layout(location=7 binding=0 offset=4 ) in 4-component vector of float)
0:40 1 (const uint)
0:40 Constant:
0:40 0 (const int)
0:? 'ff4' (layout(location=7 binding=0 offset=4 ) in 4-component vector of float)
0:42 Sequence
0:42 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
@@ -56,15 +55,14 @@ gl_FragCoord origin is upper left
0:39 Compare Equal (temp bool)
0:39 's3' (temp structure{temp 3-component vector of bool b3})
0:39 's3' (temp structure{temp 3-component vector of bool b3})
0:40 move second child to first child (temp 4-component vector of float)
0:40 i: direct index for structure (temp 4-component vector of float)
0:40 s2: direct index for structure (layout(offset=48 ) uniform structure{temp 4-component vector of float i})
0:40 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout(offset=48 ) uniform structure{temp 4-component vector of float i} s2, layout(binding=5 offset=1620 ) uniform float ff5, layout(binding=8 offset=1636 ) uniform float ff6})
0:40 Constant:
0:40 1 (const uint)
0:40 i: direct index for structure (temp 4-component vector of float)
0:40 s2: direct index for structure (layout(offset=48 ) uniform structure{temp 4-component vector of float i})
0:40 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout(offset=48 ) uniform structure{temp 4-component vector of float i} s2, layout(binding=5 offset=1620 ) uniform float ff5, layout(binding=8 offset=1636 ) uniform float ff6})
0:40 Constant:
0:40 0 (const int)
0:? 'ff4' (layout(location=7 binding=0 offset=4 ) in 4-component vector of float)
0:40 1 (const uint)
0:40 Constant:
0:40 0 (const int)
0:? 'ff4' (layout(location=7 binding=0 offset=4 ) in 4-component vector of float)
0:42 Sequence
0:42 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
@@ -85,12 +83,12 @@ gl_FragCoord origin is upper left
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 49
// Id's are bound by 46
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" 29 34 35 38 40 42 45 46 47 48
EntryPoint Fragment 4 "PixelShaderFunction" 29 31 32 35 37 39 42 43 44 45
ExecutionMode 4 OriginUpperLeft
Name 4 "PixelShaderFunction"
Name 8 "FS"
@@ -110,15 +108,15 @@ gl_FragCoord origin is upper left
MemberName 22($Global) 3 "ff6"
Name 24 ""
Name 29 "ff4"
Name 34 "@entryPointOutput"
Name 35 "input"
Name 38 "a"
Name 40 "b"
Name 42 "c"
Name 45 "d"
Name 46 "ff1"
Name 47 "ff2"
Name 48 "ff3"
Name 31 "@entryPointOutput"
Name 32 "input"
Name 35 "a"
Name 37 "b"
Name 39 "c"
Name 42 "d"
Name 43 "ff1"
Name 44 "ff2"
Name 45 "ff3"
MemberDecorate 20(myS) 0 Offset 0
MemberDecorate 20(myS) 1 Offset 4
MemberDecorate 20(myS) 2 Offset 16
@@ -133,22 +131,22 @@ gl_FragCoord origin is upper left
Decorate 29(ff4) Offset 4
Decorate 29(ff4) Location 7
Decorate 29(ff4) Binding 0
Decorate 34(@entryPointOutput) Location 0
Decorate 35(input) Location 0
Decorate 38(a) Location 1
Decorate 40(b) Flat
Decorate 40(b) Location 2
Decorate 42(c) NoPerspective
Decorate 42(c) Centroid
Decorate 42(c) Location 3
Decorate 45(d) Centroid
Decorate 45(d) Location 4
Decorate 46(ff1) BuiltIn FrontFacing
Decorate 47(ff2) Offset 4
Decorate 47(ff2) Location 5
Decorate 48(ff3) Offset 4
Decorate 48(ff3) Location 6
Decorate 48(ff3) Binding 0
Decorate 31(@entryPointOutput) Location 0
Decorate 32(input) Location 0
Decorate 35(a) Location 1
Decorate 37(b) Flat
Decorate 37(b) Location 2
Decorate 39(c) NoPerspective
Decorate 39(c) Centroid
Decorate 39(c) Location 3
Decorate 42(d) Centroid
Decorate 42(d) Location 4
Decorate 43(ff1) BuiltIn FrontFacing
Decorate 44(ff2) Offset 4
Decorate 44(ff2) Location 5
Decorate 45(ff3) Offset 4
Decorate 45(ff3) Location 6
Decorate 45(ff3) Binding 0
2: TypeVoid
3: TypeFunction 2
6: TypeBool
@@ -168,21 +166,20 @@ gl_FragCoord origin is upper left
27: 25(int) Constant 0
28: TypePointer Input 19(fvec4)
29(ff4): 28(ptr) Variable Input
31: TypePointer Uniform 19(fvec4)
33: TypePointer Output 19(fvec4)
34(@entryPointOutput): 33(ptr) Variable Output
35(input): 28(ptr) Variable Input
38(a): 28(ptr) Variable Input
39: TypePointer Input 6(bool)
40(b): 39(ptr) Variable Input
41: TypePointer Input 18(float)
42(c): 41(ptr) Variable Input
43: TypeVector 18(float) 2
44: TypePointer Input 43(fvec2)
45(d): 44(ptr) Variable Input
46(ff1): 39(ptr) Variable Input
47(ff2): 39(ptr) Variable Input
48(ff3): 39(ptr) Variable Input
30: TypePointer Output 19(fvec4)
31(@entryPointOutput): 30(ptr) Variable Output
32(input): 28(ptr) Variable Input
35(a): 28(ptr) Variable Input
36: TypePointer Input 6(bool)
37(b): 36(ptr) Variable Input
38: TypePointer Input 18(float)
39(c): 38(ptr) Variable Input
40: TypeVector 18(float) 2
41: TypePointer Input 40(fvec2)
42(d): 41(ptr) Variable Input
43(ff1): 36(ptr) Variable Input
44(ff2): 36(ptr) Variable Input
45(ff3): 36(ptr) Variable Input
4(PixelShaderFunction): 2 Function None 3
5: Label
10(s3): 9(ptr) Variable Function
@@ -192,10 +189,7 @@ gl_FragCoord origin is upper left
14: 7(bvec3) CompositeExtract 12 0
15: 7(bvec3) LogicalEqual 13 14
16: 6(bool) All 15
30: 19(fvec4) Load 29(ff4)
32: 31(ptr) AccessChain 24 26 27
Store 32 30
36: 19(fvec4) Load 35(input)
Store 34(@entryPointOutput) 36
33: 19(fvec4) Load 32(input)
Store 31(@entryPointOutput) 33
Return
FunctionEnd

View File

@@ -37,7 +37,7 @@ float4 PixelShaderFunction(float4 input, IN_S s) : COLOR0
} s3;
s3 == s3;
s2.i = s.ff4;
s2.i; s.ff4; // no assignments to uniforms, but preserve indirections.
return input;
}
}