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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Test/hlsl.rw.vec2.bracket.frag
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140
Test/hlsl.rw.vec2.bracket.frag
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SamplerState g_sSamp : register(s0);
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RWTexture1D <float2> g_tTex1df2;
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RWTexture1D <int2> g_tTex1di2;
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RWTexture1D <uint2> g_tTex1du2;
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RWTexture2D <float2> g_tTex2df2;
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RWTexture2D <int2> g_tTex2di2;
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RWTexture2D <uint2> g_tTex2du2;
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RWTexture3D <float2> g_tTex3df2;
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RWTexture3D <int2> g_tTex3di2;
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RWTexture3D <uint2> g_tTex3du2;
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RWTexture1DArray <float2> g_tTex1df2a;
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RWTexture1DArray <int2> g_tTex1di2a;
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RWTexture1DArray <uint2> g_tTex1du2a;
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RWTexture2DArray <float2> g_tTex2df2a;
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RWTexture2DArray <int2> g_tTex2di2a;
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RWTexture2DArray <uint2> g_tTex2du2a;
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struct PS_OUTPUT
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{
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float4 Color : SV_Target0;
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};
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uniform int c1;
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uniform int2 c2;
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uniform int3 c3;
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uniform int4 c4;
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uniform int o1;
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uniform int2 o2;
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uniform int3 o3;
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uniform int4 o4;
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uniform float2 uf2;
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uniform int2 ui2;
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uniform uint2 uu2;
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int2 Fn1(in int2 x) { return x; }
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uint2 Fn1(in uint2 x) { return x; }
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float2 Fn1(in float2 x) { return x; }
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void Fn2(out int2 x) { x = int2(0,0); }
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void Fn2(out uint2 x) { x = uint2(0,0); }
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void Fn2(out float2 x) { x = float2(0,0); }
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float2 SomeValue() { return c2; }
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PS_OUTPUT main()
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{
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PS_OUTPUT psout;
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// 1D
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g_tTex1df2[c1];
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float2 r00 = g_tTex1df2[c1];
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int2 r01 = g_tTex1di2[c1];
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uint2 r02 = g_tTex1du2[c1];
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// 2D
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float2 r10 = g_tTex2df2[c2];
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int2 r11 = g_tTex2di2[c2];
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uint2 r12 = g_tTex2du2[c2];
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// 3D
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float2 r20 = g_tTex3df2[c3];
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int2 r21 = g_tTex3di2[c3];
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uint2 r22 = g_tTex3du2[c3];
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float2 lf2 = uf2;
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// Test as L-values
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// 1D
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g_tTex1df2[c1] = SomeValue(); // complex R-value
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g_tTex1df2[c1] = lf2;
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g_tTex1di2[c1] = int2(2,2);
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g_tTex1du2[c1] = uint2(3,2);
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// Test some operator= things, which need to do both a load and a store.
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float2 val1 = (g_tTex1df2[c1] *= 2.0);
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g_tTex1df2[c1] -= 3.0;
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g_tTex1df2[c1] += 4.0;
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g_tTex1di2[c1] /= 2;
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g_tTex1di2[c1] %= 2;
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g_tTex1di2[c1] &= 0xffff;
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g_tTex1di2[c1] |= 0xf0f0;
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g_tTex1di2[c1] <<= 2;
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g_tTex1di2[c1] >>= 2;
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// 2D
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g_tTex2df2[c2] = SomeValue(); // complex L-value
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g_tTex2df2[c2] = lf2;
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g_tTex2di2[c2] = int2(5,2);
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g_tTex2du2[c2] = uint2(6,2);
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// 3D
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g_tTex3df2[c3] = SomeValue(); // complex L-value
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g_tTex3df2[c3] = lf2;
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g_tTex3di2[c3] = int2(8,6);
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g_tTex3du2[c3] = uint2(9,2);
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// Test function calling
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Fn1(g_tTex1df2[c1]); // in
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Fn1(g_tTex1di2[c1]); // in
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Fn1(g_tTex1du2[c1]); // in
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Fn2(g_tTex1df2[c1]); // out
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Fn2(g_tTex1di2[c1]); // out
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Fn2(g_tTex1du2[c1]); // out
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// Test increment operators
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// pre-ops
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++g_tTex1df2[c1];
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++g_tTex1di2[c1];
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++g_tTex1du2[c1];
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--g_tTex1df2[c1];
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--g_tTex1di2[c1];
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--g_tTex1du2[c1];
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// post-ops
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g_tTex1df2[c1]++;
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g_tTex1du2[c1]--;
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g_tTex1di2[c1]++;
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g_tTex1df2[c1]--;
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g_tTex1di2[c1]++;
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g_tTex1du2[c1]--;
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// read and write
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g_tTex1df2[1] = g_tTex2df2[int2(2,3)];
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psout.Color = 1.0;
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return psout;
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}
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