HLSL: Add min*{float,int,uint} types
These HLSL types are guaranteed to have at least the given number of bits, but may have more.
min{16,10}float is mapped to EbtFloat at medium precision -> SPIRV RelaxedPrecision
min{16,12}int and min16uint are mapped to mediump -> SPIR-V RelaxedPrecision
This commit is contained in:
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Test/baseResults/hlsl.mintypes.frag.out
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222
Test/baseResults/hlsl.mintypes.frag.out
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hlsl.mintypes.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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0:9 Function Definition: main( (temp structure{temp 4-component vector of float Color})
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0:9 Function Parameters:
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0:? Sequence
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0:40 add (temp mediump 2-component vector of float)
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0:40 'mf16_2' (temp mediump 2-component vector of float)
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0:40 'mf16' (temp mediump float)
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0:41 add (temp mediump 2-component vector of float)
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0:41 'mf10_2' (temp mediump 2-component vector of float)
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0:41 'mf10' (temp mediump float)
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0:42 add (temp mediump 2-component vector of int)
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0:42 'mi16_2' (temp mediump 2-component vector of int)
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0:42 'mi16' (temp mediump int)
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0:43 add (temp mediump 2-component vector of int)
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0:43 'mi12_2' (temp mediump 2-component vector of int)
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0:43 'mi12' (temp mediump int)
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0:44 add (temp mediump 2-component vector of uint)
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0:44 'mu16_2' (temp mediump 2-component vector of uint)
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0:44 'mu16' (temp mediump uint)
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0:47 move second child to first child (temp 4-component vector of float)
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0:47 Color: direct index for structure (temp 4-component vector of float)
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0:47 'psout' (temp structure{temp 4-component vector of float Color})
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0:47 Constant:
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0:47 0 (const int)
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0:47 Constant:
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0:47 0.000000
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0:47 0.000000
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0:47 0.000000
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0:47 0.000000
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0:48 Sequence
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0:48 Sequence
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0:48 move second child to first child (temp 4-component vector of float)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:48 Color: direct index for structure (temp 4-component vector of float)
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0:48 'psout' (temp structure{temp 4-component vector of float Color})
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0:48 Constant:
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0:48 0 (const int)
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0:48 Branch: Return
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0:? Linker Objects
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:? 'anon@0' (uniform block{layout(offset=0 ) uniform mediump float b1a, layout(offset=4 ) uniform mediump float b1b})
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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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0:9 Function Definition: main( (temp structure{temp 4-component vector of float Color})
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0:9 Function Parameters:
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0:? Sequence
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0:40 add (temp mediump 2-component vector of float)
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0:40 'mf16_2' (temp mediump 2-component vector of float)
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0:40 'mf16' (temp mediump float)
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0:41 add (temp mediump 2-component vector of float)
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0:41 'mf10_2' (temp mediump 2-component vector of float)
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0:41 'mf10' (temp mediump float)
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0:42 add (temp mediump 2-component vector of int)
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0:42 'mi16_2' (temp mediump 2-component vector of int)
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0:42 'mi16' (temp mediump int)
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0:43 add (temp mediump 2-component vector of int)
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0:43 'mi12_2' (temp mediump 2-component vector of int)
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0:43 'mi12' (temp mediump int)
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0:44 add (temp mediump 2-component vector of uint)
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0:44 'mu16_2' (temp mediump 2-component vector of uint)
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0:44 'mu16' (temp mediump uint)
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0:47 move second child to first child (temp 4-component vector of float)
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0:47 Color: direct index for structure (temp 4-component vector of float)
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0:47 'psout' (temp structure{temp 4-component vector of float Color})
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0:47 Constant:
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0:47 0 (const int)
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0:47 Constant:
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0:47 0.000000
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0:47 0.000000
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0:47 0.000000
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0:47 0.000000
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0:48 Sequence
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0:48 Sequence
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0:48 move second child to first child (temp 4-component vector of float)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:48 Color: direct index for structure (temp 4-component vector of float)
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0:48 'psout' (temp structure{temp 4-component vector of float Color})
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0:48 Constant:
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0:48 0 (const int)
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0:48 Branch: Return
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0:? Linker Objects
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:? 'anon@0' (uniform block{layout(offset=0 ) uniform mediump float b1a, layout(offset=4 ) uniform mediump float b1b})
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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 65
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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 "main" 58
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ExecutionMode 4 OriginUpperLeft
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Name 4 "main"
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Name 9 "mf16_2"
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Name 12 "mf16"
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Name 16 "mf10_2"
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Name 18 "mf10"
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Name 25 "mi16_2"
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Name 28 "mi16"
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Name 32 "mi12_2"
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Name 34 "mi12"
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Name 41 "mu16_2"
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Name 44 "mu16"
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Name 49 "PS_OUTPUT"
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MemberName 49(PS_OUTPUT) 0 "Color"
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Name 51 "psout"
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Name 58 "Color"
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Name 62 "$Global"
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MemberName 62($Global) 0 "b1a"
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MemberName 62($Global) 1 "b1b"
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Name 64 ""
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Decorate 9(mf16_2) RelaxedPrecision
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Decorate 10 RelaxedPrecision
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Decorate 12(mf16) RelaxedPrecision
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Decorate 13 RelaxedPrecision
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Decorate 14 RelaxedPrecision
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Decorate 15 RelaxedPrecision
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Decorate 16(mf10_2) RelaxedPrecision
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Decorate 17 RelaxedPrecision
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Decorate 18(mf10) RelaxedPrecision
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Decorate 19 RelaxedPrecision
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Decorate 20 RelaxedPrecision
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Decorate 21 RelaxedPrecision
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Decorate 25(mi16_2) RelaxedPrecision
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Decorate 26 RelaxedPrecision
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Decorate 28(mi16) RelaxedPrecision
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Decorate 29 RelaxedPrecision
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Decorate 30 RelaxedPrecision
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Decorate 31 RelaxedPrecision
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Decorate 32(mi12_2) RelaxedPrecision
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Decorate 33 RelaxedPrecision
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Decorate 34(mi12) RelaxedPrecision
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Decorate 35 RelaxedPrecision
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Decorate 36 RelaxedPrecision
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Decorate 37 RelaxedPrecision
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Decorate 41(mu16_2) RelaxedPrecision
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Decorate 42 RelaxedPrecision
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Decorate 44(mu16) RelaxedPrecision
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Decorate 45 RelaxedPrecision
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Decorate 46 RelaxedPrecision
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Decorate 47 RelaxedPrecision
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Decorate 58(Color) Location 0
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MemberDecorate 62($Global) 0 RelaxedPrecision
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MemberDecorate 62($Global) 1 RelaxedPrecision
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Decorate 62($Global) Block
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Decorate 64 DescriptorSet 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) 2
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8: TypePointer Function 7(fvec2)
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11: TypePointer Function 6(float)
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22: TypeInt 32 1
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23: TypeVector 22(int) 2
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24: TypePointer Function 23(ivec2)
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27: TypePointer Function 22(int)
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38: TypeInt 32 0
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39: TypeVector 38(int) 2
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40: TypePointer Function 39(ivec2)
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43: TypePointer Function 38(int)
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48: TypeVector 6(float) 4
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49(PS_OUTPUT): TypeStruct 48(fvec4)
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50: TypePointer Function 49(PS_OUTPUT)
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52: 22(int) Constant 0
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53: 6(float) Constant 0
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54: 48(fvec4) ConstantComposite 53 53 53 53
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55: TypePointer Function 48(fvec4)
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57: TypePointer Output 48(fvec4)
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58(Color): 57(ptr) Variable Output
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62($Global): TypeStruct 6(float) 6(float)
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63: TypePointer Uniform 62($Global)
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64: 63(ptr) Variable Uniform
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4(main): 2 Function None 3
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5: Label
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9(mf16_2): 8(ptr) Variable Function
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12(mf16): 11(ptr) Variable Function
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16(mf10_2): 8(ptr) Variable Function
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18(mf10): 11(ptr) Variable Function
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25(mi16_2): 24(ptr) Variable Function
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28(mi16): 27(ptr) Variable Function
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32(mi12_2): 24(ptr) Variable Function
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34(mi12): 27(ptr) Variable Function
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41(mu16_2): 40(ptr) Variable Function
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44(mu16): 43(ptr) Variable Function
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51(psout): 50(ptr) Variable Function
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10: 7(fvec2) Load 9(mf16_2)
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13: 6(float) Load 12(mf16)
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14: 7(fvec2) CompositeConstruct 13 13
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15: 7(fvec2) FAdd 10 14
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17: 7(fvec2) Load 16(mf10_2)
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19: 6(float) Load 18(mf10)
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20: 7(fvec2) CompositeConstruct 19 19
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21: 7(fvec2) FAdd 17 20
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26: 23(ivec2) Load 25(mi16_2)
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29: 22(int) Load 28(mi16)
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30: 23(ivec2) CompositeConstruct 29 29
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31: 23(ivec2) IAdd 26 30
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33: 23(ivec2) Load 32(mi12_2)
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35: 22(int) Load 34(mi12)
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36: 23(ivec2) CompositeConstruct 35 35
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37: 23(ivec2) IAdd 33 36
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42: 39(ivec2) Load 41(mu16_2)
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45: 38(int) Load 44(mu16)
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46: 39(ivec2) CompositeConstruct 45 45
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47: 39(ivec2) IAdd 42 46
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56: 55(ptr) AccessChain 51(psout) 52
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Store 56 54
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59: 55(ptr) AccessChain 51(psout) 52
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60: 48(fvec4) Load 59
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Store 58(Color) 60
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Return
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FunctionEnd
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