HLSL: Fix a grammar error related to constructors in parenthetical expressions

This commit is contained in:
steve-lunarg
2016-07-30 07:38:55 -06:00
parent ff13213547
commit 5964c64b2a
7 changed files with 212 additions and 34 deletions

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@@ -0,0 +1,129 @@
hlsl.constructexpr.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:18 Function Definition: main( (global structure{temp 4-component vector of float color})
0:4 Function Parameters:
0:? Sequence
0:6 Constant:
0:6 3 (const int)
0:7 Constant:
0:7 4 (const int)
0:8 Constant:
0:8 5 (const int)
0:9 Constant:
0:9 6 (const int)
0:10 Constant:
0:10 7 (const int)
0:11 Constant:
0:11 8 (const int)
0:12 Comma (temp 2-component vector of float)
0:? Constant:
0:? 9.000000
0:? 10.000000
0:? Constant:
0:? 11.000000
0:? 12.000000
0:15 move second child to first child (temp 4-component vector of float)
0:15 color: direct index for structure (temp 4-component vector of float)
0:15 'ps_output' (temp structure{temp 4-component vector of float color})
0:15 Constant:
0:15 0 (const int)
0:15 Constant:
0:15 1.000000
0:15 1.000000
0:15 1.000000
0:15 1.000000
0:16 Branch: Return with expression
0:16 'ps_output' (temp structure{temp 4-component vector of float color})
0:? Linker Objects
Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:18 Function Definition: main( (global structure{temp 4-component vector of float color})
0:4 Function Parameters:
0:? Sequence
0:6 Constant:
0:6 3 (const int)
0:7 Constant:
0:7 4 (const int)
0:8 Constant:
0:8 5 (const int)
0:9 Constant:
0:9 6 (const int)
0:10 Constant:
0:10 7 (const int)
0:11 Constant:
0:11 8 (const int)
0:12 Comma (temp 2-component vector of float)
0:? Constant:
0:? 9.000000
0:? 10.000000
0:? Constant:
0:? 11.000000
0:? 12.000000
0:15 move second child to first child (temp 4-component vector of float)
0:15 color: direct index for structure (temp 4-component vector of float)
0:15 'ps_output' (temp structure{temp 4-component vector of float color})
0:15 Constant:
0:15 0 (const int)
0:15 Constant:
0:15 1.000000
0:15 1.000000
0:15 1.000000
0:15 1.000000
0:16 Branch: Return with expression
0:16 'ps_output' (temp structure{temp 4-component vector of float color})
0:? Linker Objects
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 32
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main"
ExecutionMode 4 OriginUpperLeft
Source HLSL 450
Name 4 "main"
Name 22 "PS_OUTPUT"
MemberName 22(PS_OUTPUT) 0 "color"
Name 24 "ps_output"
2: TypeVoid
3: TypeFunction 2
6: TypeInt 32 1
7: 6(int) Constant 3
8: 6(int) Constant 4
9: 6(int) Constant 5
10: 6(int) Constant 6
11: 6(int) Constant 7
12: 6(int) Constant 8
13: TypeFloat 32
14: TypeVector 13(float) 2
15: 13(float) Constant 1091567616
16: 13(float) Constant 1092616192
17: 14(fvec2) ConstantComposite 15 16
18: 13(float) Constant 1093664768
19: 13(float) Constant 1094713344
20: 14(fvec2) ConstantComposite 18 19
21: TypeVector 13(float) 4
22(PS_OUTPUT): TypeStruct 21(fvec4)
23: TypePointer Function 22(PS_OUTPUT)
25: 6(int) Constant 0
26: 13(float) Constant 1065353216
27: 21(fvec4) ConstantComposite 26 26 26 26
28: TypePointer Function 21(fvec4)
4(main): 2 Function None 3
5: Label
24(ps_output): 23(ptr) Variable Function
29: 28(ptr) AccessChain 24(ps_output) 25
Store 29 27
30:22(PS_OUTPUT) Load 24(ps_output)
ReturnValue 30
FunctionEnd

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struct PS_OUTPUT { float4 color : SV_Target0; };
PS_OUTPUT main()
{
// Evaluates to a sequence: 3, 4, 5, 6, 7, 8, and a float2(9,10), float2(11,12) sequence
(int(3));
(int(3) + int(1));
(int(3) + int(1) + int(1));
(((int(6))));
(int(7.0));
((int((2)) ? 8 : 8));
(float2(9, 10), float2(11, 12));
PS_OUTPUT ps_output;
ps_output.color = 1.0;
return ps_output;
}

23
Test/hlsl.init2.frag Normal file
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@@ -0,0 +1,23 @@
void Test1()
{
struct mystruct { float2 a; };
mystruct test1 = {
{ 1, 2, }, // test trailing commas
};
mystruct test2 = {
{ { 1, 2, } }, // test unneeded levels
};
float test3 = { 1 } ; // test scalar initialization
}
struct PS_OUTPUT { float4 color : SV_Target0; };
PS_OUTPUT main()
{
PS_OUTPUT ps_output;
ps_output.color = 1.0;
return ps_output;
}