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.
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@@ -5,7 +5,7 @@ gl_FragCoord origin is upper left
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0:48 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:48 Function Parameters:
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0:? Sequence
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0:52 textureFetchOffset (global 4-component vector of float)
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0:52 textureFetchOffset (temp 4-component vector of float)
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0:52 'g_tTex1df4a' (uniform texture1DArray)
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0:52 vector swizzle (temp 2-component vector of int)
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0:52 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
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@@ -28,7 +28,7 @@ gl_FragCoord origin is upper left
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0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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0:52 Constant:
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0:52 4 (const uint)
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0:53 textureFetchOffset (global 4-component vector of int)
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0:53 textureFetchOffset (temp 4-component vector of int)
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0:53 'g_tTex1di4a' (uniform itexture1DArray)
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0:53 vector swizzle (temp 2-component vector of int)
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0:53 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
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@@ -51,7 +51,7 @@ gl_FragCoord origin is upper left
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0:53 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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0:53 Constant:
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0:53 4 (const uint)
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0:54 textureFetchOffset (global 4-component vector of uint)
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0:54 textureFetchOffset (temp 4-component vector of uint)
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0:54 'g_tTex1du4a' (uniform utexture1DArray)
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0:54 vector swizzle (temp 2-component vector of int)
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0:54 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
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@@ -74,7 +74,7 @@ gl_FragCoord origin is upper left
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0:54 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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0:54 Constant:
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0:54 4 (const uint)
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0:57 textureFetchOffset (global 4-component vector of float)
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0:57 textureFetchOffset (temp 4-component vector of float)
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0:57 'g_tTex2df4a' (uniform texture2DArray)
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0:57 vector swizzle (temp 3-component vector of int)
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0:57 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
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@@ -99,7 +99,7 @@ gl_FragCoord origin is upper left
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0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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0:57 Constant:
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0:57 5 (const uint)
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0:58 textureFetchOffset (global 4-component vector of int)
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0:58 textureFetchOffset (temp 4-component vector of int)
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0:58 'g_tTex2di4a' (uniform itexture2DArray)
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0:58 vector swizzle (temp 3-component vector of int)
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0:58 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
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@@ -124,7 +124,7 @@ gl_FragCoord origin is upper left
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0:58 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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0:58 Constant:
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0:58 5 (const uint)
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0:59 textureFetchOffset (global 4-component vector of uint)
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0:59 textureFetchOffset (temp 4-component vector of uint)
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0:59 'g_tTex2du4a' (uniform utexture2DArray)
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0:59 vector swizzle (temp 3-component vector of int)
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0:59 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
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@@ -218,7 +218,7 @@ gl_FragCoord origin is upper left
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0:48 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:48 Function Parameters:
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0:? Sequence
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0:52 textureFetchOffset (global 4-component vector of float)
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0:52 textureFetchOffset (temp 4-component vector of float)
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0:52 'g_tTex1df4a' (uniform texture1DArray)
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0:52 vector swizzle (temp 2-component vector of int)
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0:52 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
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@@ -241,7 +241,7 @@ gl_FragCoord origin is upper left
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0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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0:52 Constant:
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0:52 4 (const uint)
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0:53 textureFetchOffset (global 4-component vector of int)
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0:53 textureFetchOffset (temp 4-component vector of int)
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0:53 'g_tTex1di4a' (uniform itexture1DArray)
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0:53 vector swizzle (temp 2-component vector of int)
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0:53 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
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@@ -264,7 +264,7 @@ gl_FragCoord origin is upper left
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0:53 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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0:53 Constant:
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0:53 4 (const uint)
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0:54 textureFetchOffset (global 4-component vector of uint)
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0:54 textureFetchOffset (temp 4-component vector of uint)
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0:54 'g_tTex1du4a' (uniform utexture1DArray)
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0:54 vector swizzle (temp 2-component vector of int)
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0:54 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
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@@ -287,7 +287,7 @@ gl_FragCoord origin is upper left
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0:54 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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0:54 Constant:
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0:54 4 (const uint)
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0:57 textureFetchOffset (global 4-component vector of float)
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0:57 textureFetchOffset (temp 4-component vector of float)
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0:57 'g_tTex2df4a' (uniform texture2DArray)
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0:57 vector swizzle (temp 3-component vector of int)
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0:57 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
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@@ -312,7 +312,7 @@ gl_FragCoord origin is upper left
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0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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0:57 Constant:
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0:57 5 (const uint)
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0:58 textureFetchOffset (global 4-component vector of int)
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0:58 textureFetchOffset (temp 4-component vector of int)
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0:58 'g_tTex2di4a' (uniform itexture2DArray)
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0:58 vector swizzle (temp 3-component vector of int)
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0:58 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
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@@ -337,7 +337,7 @@ gl_FragCoord origin is upper left
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0:58 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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0:58 Constant:
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0:58 5 (const uint)
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0:59 textureFetchOffset (global 4-component vector of uint)
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0:59 textureFetchOffset (temp 4-component vector of uint)
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0:59 'g_tTex2du4a' (uniform utexture2DArray)
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0:59 vector swizzle (temp 3-component vector of int)
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0:59 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
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