HLSL: phase 3a: Add sub-vec4 rwtexture formats (qualifier.layoutFormat)

This PR sets the TQualifier layoutFormat according to the HLSL image type.
For instance:

  RWTexture1D <float2> g_tTex1df2;

becomes ElfRg32f.  Similar on Buffers, e.g, Buffer<float4> mybuffer;

The return type for image and buffer loads is now taken from the storage format.
Also, the qualifier for the return type is now (properly) a temp, not a global.
This commit is contained in:
steve-lunarg
2016-10-10 15:24:57 -06:00
parent f042e407a9
commit 4f2da27aec
22 changed files with 6033 additions and 192 deletions

View File

@@ -5,7 +5,7 @@ gl_FragCoord origin is upper left
0:48 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:48 Function Parameters:
0:? Sequence
0:52 textureFetch (global 4-component vector of float)
0:52 textureFetch (temp 4-component vector of float)
0:52 'g_tTex1df4a' (uniform texture1DArray)
0:52 vector swizzle (temp 2-component vector of int)
0:52 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
@@ -24,7 +24,7 @@ gl_FragCoord origin is upper left
0:52 2 (const uint)
0:52 Constant:
0:52 2 (const int)
0:53 textureFetch (global 4-component vector of int)
0:53 textureFetch (temp 4-component vector of int)
0:53 'g_tTex1di4a' (uniform itexture1DArray)
0:53 vector swizzle (temp 2-component vector of int)
0:53 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
@@ -43,7 +43,7 @@ gl_FragCoord origin is upper left
0:53 2 (const uint)
0:53 Constant:
0:53 2 (const int)
0:54 textureFetch (global 4-component vector of uint)
0:54 textureFetch (temp 4-component vector of uint)
0:54 'g_tTex1du4a' (uniform utexture1DArray)
0:54 vector swizzle (temp 2-component vector of int)
0:54 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
@@ -62,7 +62,7 @@ gl_FragCoord origin is upper left
0:54 2 (const uint)
0:54 Constant:
0:54 2 (const int)
0:57 textureFetch (global 4-component vector of float)
0:57 textureFetch (temp 4-component vector of float)
0:57 'g_tTex2df4a' (uniform texture2DArray)
0:57 vector swizzle (temp 3-component vector of int)
0:57 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
@@ -83,7 +83,7 @@ gl_FragCoord origin is upper left
0:57 3 (const uint)
0:57 Constant:
0:57 3 (const int)
0:58 textureFetch (global 4-component vector of int)
0:58 textureFetch (temp 4-component vector of int)
0:58 'g_tTex2di4a' (uniform itexture2DArray)
0:58 vector swizzle (temp 3-component vector of int)
0:58 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
@@ -104,7 +104,7 @@ gl_FragCoord origin is upper left
0:58 3 (const uint)
0:58 Constant:
0:58 3 (const int)
0:59 textureFetch (global 4-component vector of uint)
0:59 textureFetch (temp 4-component vector of uint)
0:59 'g_tTex2du4a' (uniform utexture2DArray)
0:59 vector swizzle (temp 3-component vector of int)
0:59 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
@@ -194,7 +194,7 @@ gl_FragCoord origin is upper left
0:48 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:48 Function Parameters:
0:? Sequence
0:52 textureFetch (global 4-component vector of float)
0:52 textureFetch (temp 4-component vector of float)
0:52 'g_tTex1df4a' (uniform texture1DArray)
0:52 vector swizzle (temp 2-component vector of int)
0:52 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
@@ -213,7 +213,7 @@ gl_FragCoord origin is upper left
0:52 2 (const uint)
0:52 Constant:
0:52 2 (const int)
0:53 textureFetch (global 4-component vector of int)
0:53 textureFetch (temp 4-component vector of int)
0:53 'g_tTex1di4a' (uniform itexture1DArray)
0:53 vector swizzle (temp 2-component vector of int)
0:53 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
@@ -232,7 +232,7 @@ gl_FragCoord origin is upper left
0:53 2 (const uint)
0:53 Constant:
0:53 2 (const int)
0:54 textureFetch (global 4-component vector of uint)
0:54 textureFetch (temp 4-component vector of uint)
0:54 'g_tTex1du4a' (uniform utexture1DArray)
0:54 vector swizzle (temp 2-component vector of int)
0:54 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
@@ -251,7 +251,7 @@ gl_FragCoord origin is upper left
0:54 2 (const uint)
0:54 Constant:
0:54 2 (const int)
0:57 textureFetch (global 4-component vector of float)
0:57 textureFetch (temp 4-component vector of float)
0:57 'g_tTex2df4a' (uniform texture2DArray)
0:57 vector swizzle (temp 3-component vector of int)
0:57 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
@@ -272,7 +272,7 @@ gl_FragCoord origin is upper left
0:57 3 (const uint)
0:57 Constant:
0:57 3 (const int)
0:58 textureFetch (global 4-component vector of int)
0:58 textureFetch (temp 4-component vector of int)
0:58 'g_tTex2di4a' (uniform itexture2DArray)
0:58 vector swizzle (temp 3-component vector of int)
0:58 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
@@ -293,7 +293,7 @@ gl_FragCoord origin is upper left
0:58 3 (const uint)
0:58 Constant:
0:58 3 (const int)
0:59 textureFetch (global 4-component vector of uint)
0:59 textureFetch (temp 4-component vector of uint)
0:59 'g_tTex2du4a' (uniform utexture2DArray)
0:59 vector swizzle (temp 3-component vector of int)
0:59 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)