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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@@ -5,19 +5,19 @@ gl_FragCoord origin is upper left
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0:22 Function Definition: main( (temp structure{temp 4-component vector of float Color})
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0:22 Function Parameters:
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0:? Sequence
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0:25 imageLoad (global 4-component vector of float)
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0:25 imageLoad (temp 4-component vector of float)
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0:25 'g_tBuffF' (layout(rgba32f ) uniform imageBuffer)
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0:25 c1: direct index for structure (layout(offset=0 ) uniform int)
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0:25 '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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0:25 Constant:
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0:25 0 (const uint)
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0:26 imageLoad (global 4-component vector of uint)
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0:26 imageLoad (temp 4-component vector of uint)
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0:26 'g_tBuffU' (layout(rgba32ui ) uniform uimageBuffer)
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0:26 c1: direct index for structure (layout(offset=0 ) uniform int)
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0:26 '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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0:26 Constant:
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0:26 0 (const uint)
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0:27 imageLoad (global 4-component vector of int)
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0:27 imageLoad (temp 4-component vector of int)
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0:27 'g_tBuffI' (layout(rgba32i ) uniform iimageBuffer)
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0:27 c1: direct index for structure (layout(offset=0 ) uniform int)
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0:27 '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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@@ -59,19 +59,19 @@ gl_FragCoord origin is upper left
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0:22 Function Definition: main( (temp structure{temp 4-component vector of float Color})
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0:22 Function Parameters:
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0:? Sequence
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0:25 imageLoad (global 4-component vector of float)
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0:25 imageLoad (temp 4-component vector of float)
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0:25 'g_tBuffF' (layout(rgba32f ) uniform imageBuffer)
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0:25 c1: direct index for structure (layout(offset=0 ) uniform int)
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0:25 '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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0:25 Constant:
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0:25 0 (const uint)
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0:26 imageLoad (global 4-component vector of uint)
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0:26 imageLoad (temp 4-component vector of uint)
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0:26 'g_tBuffU' (layout(rgba32ui ) uniform uimageBuffer)
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0:26 c1: direct index for structure (layout(offset=0 ) uniform int)
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0:26 '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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0:26 Constant:
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0:26 0 (const uint)
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0:27 imageLoad (global 4-component vector of int)
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0:27 imageLoad (temp 4-component vector of int)
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0:27 'g_tBuffI' (layout(rgba32i ) uniform iimageBuffer)
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0:27 c1: direct index for structure (layout(offset=0 ) uniform int)
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0:27 '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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