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_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:52 vector swizzle (temp int)
0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
@@ -22,7 +22,7 @@ gl_FragCoord origin is upper left
0:52 1 (const uint)
0:52 Constant:
0:52 1 (const int)
0:53 textureFetch (global 4-component vector of int)
0:53 textureFetch (temp 4-component vector of int)
0:53 'g_tTex1di4' (uniform itexture1D)
0:53 vector swizzle (temp int)
0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
@@ -39,7 +39,7 @@ gl_FragCoord origin is upper left
0:53 1 (const uint)
0:53 Constant:
0:53 1 (const int)
0:54 textureFetch (global 4-component vector of uint)
0:54 textureFetch (temp 4-component vector of uint)
0:54 'g_tTex1du4' (uniform utexture1D)
0:54 vector swizzle (temp int)
0:54 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
@@ -56,7 +56,7 @@ gl_FragCoord origin is upper left
0:54 1 (const uint)
0:54 Constant:
0:54 1 (const int)
0:57 textureFetch (global 4-component vector of float)
0:57 textureFetch (temp 4-component vector of float)
0:57 'g_tTex2df4' (uniform texture2D)
0:57 vector swizzle (temp 2-component vector of int)
0:57 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
@@ -75,7 +75,7 @@ gl_FragCoord origin is upper left
0:57 2 (const uint)
0:57 Constant:
0:57 2 (const int)
0:58 textureFetch (global 4-component vector of int)
0:58 textureFetch (temp 4-component vector of int)
0:58 'g_tTex2di4' (uniform itexture2D)
0:58 vector swizzle (temp 2-component vector of int)
0:58 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
@@ -94,7 +94,7 @@ gl_FragCoord origin is upper left
0:58 2 (const uint)
0:58 Constant:
0:58 2 (const int)
0:59 textureFetch (global 4-component vector of uint)
0:59 textureFetch (temp 4-component vector of uint)
0:59 'g_tTex2du4' (uniform utexture2D)
0:59 vector swizzle (temp 2-component vector of int)
0:59 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
@@ -113,7 +113,7 @@ gl_FragCoord origin is upper left
0:59 2 (const uint)
0:59 Constant:
0:59 2 (const int)
0:62 textureFetch (global 4-component vector of float)
0:62 textureFetch (temp 4-component vector of float)
0:62 'g_tTex3df4' (uniform texture3D)
0:62 vector swizzle (temp 3-component vector of int)
0:62 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
@@ -134,7 +134,7 @@ gl_FragCoord origin is upper left
0:62 3 (const uint)
0:62 Constant:
0:62 3 (const int)
0:63 textureFetch (global 4-component vector of int)
0:63 textureFetch (temp 4-component vector of int)
0:63 'g_tTex3di4' (uniform itexture3D)
0:63 vector swizzle (temp 3-component vector of int)
0:63 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
@@ -155,7 +155,7 @@ gl_FragCoord origin is upper left
0:63 3 (const uint)
0:63 Constant:
0:63 3 (const int)
0:64 textureFetch (global 4-component vector of uint)
0:64 textureFetch (temp 4-component vector of uint)
0:64 'g_tTex3du4' (uniform utexture3D)
0:64 vector swizzle (temp 3-component vector of int)
0:64 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
@@ -245,7 +245,7 @@ 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_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:52 vector swizzle (temp int)
0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
@@ -262,7 +262,7 @@ gl_FragCoord origin is upper left
0:52 1 (const uint)
0:52 Constant:
0:52 1 (const int)
0:53 textureFetch (global 4-component vector of int)
0:53 textureFetch (temp 4-component vector of int)
0:53 'g_tTex1di4' (uniform itexture1D)
0:53 vector swizzle (temp int)
0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
@@ -279,7 +279,7 @@ gl_FragCoord origin is upper left
0:53 1 (const uint)
0:53 Constant:
0:53 1 (const int)
0:54 textureFetch (global 4-component vector of uint)
0:54 textureFetch (temp 4-component vector of uint)
0:54 'g_tTex1du4' (uniform utexture1D)
0:54 vector swizzle (temp int)
0:54 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
@@ -296,7 +296,7 @@ gl_FragCoord origin is upper left
0:54 1 (const uint)
0:54 Constant:
0:54 1 (const int)
0:57 textureFetch (global 4-component vector of float)
0:57 textureFetch (temp 4-component vector of float)
0:57 'g_tTex2df4' (uniform texture2D)
0:57 vector swizzle (temp 2-component vector of int)
0:57 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
@@ -315,7 +315,7 @@ gl_FragCoord origin is upper left
0:57 2 (const uint)
0:57 Constant:
0:57 2 (const int)
0:58 textureFetch (global 4-component vector of int)
0:58 textureFetch (temp 4-component vector of int)
0:58 'g_tTex2di4' (uniform itexture2D)
0:58 vector swizzle (temp 2-component vector of int)
0:58 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
@@ -334,7 +334,7 @@ gl_FragCoord origin is upper left
0:58 2 (const uint)
0:58 Constant:
0:58 2 (const int)
0:59 textureFetch (global 4-component vector of uint)
0:59 textureFetch (temp 4-component vector of uint)
0:59 'g_tTex2du4' (uniform utexture2D)
0:59 vector swizzle (temp 2-component vector of int)
0:59 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
@@ -353,7 +353,7 @@ gl_FragCoord origin is upper left
0:59 2 (const uint)
0:59 Constant:
0:59 2 (const int)
0:62 textureFetch (global 4-component vector of float)
0:62 textureFetch (temp 4-component vector of float)
0:62 'g_tTex3df4' (uniform texture3D)
0:62 vector swizzle (temp 3-component vector of int)
0:62 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
@@ -374,7 +374,7 @@ gl_FragCoord origin is upper left
0:62 3 (const uint)
0:62 Constant:
0:62 3 (const int)
0:63 textureFetch (global 4-component vector of int)
0:63 textureFetch (temp 4-component vector of int)
0:63 'g_tTex3di4' (uniform itexture3D)
0:63 vector swizzle (temp 3-component vector of int)
0:63 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
@@ -395,7 +395,7 @@ gl_FragCoord origin is upper left
0:63 3 (const uint)
0:63 Constant:
0:63 3 (const int)
0:64 textureFetch (global 4-component vector of uint)
0:64 textureFetch (temp 4-component vector of uint)
0:64 'g_tTex3du4' (uniform utexture3D)
0:64 vector swizzle (temp 3-component vector of int)
0:64 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)