HLSL: Flesh out misc. declaration grammar: semantics/registers/annotations/precise/etc.

Details within these bear even more fleshing out, but would like to have
that driven by actual need.
This commit is contained in:
John Kessenich
2016-06-12 23:52:12 -06:00
parent e6e7494e2a
commit 630dd7da43
10 changed files with 273 additions and 80 deletions

View File

@@ -9,16 +9,20 @@ gl_FragCoord origin is upper left
0:? 0.500000
0:? 0.000000
0:? 1.000000
0:7 Function Definition: ShaderFunction(vf4; (temp 4-component vector of float)
0:4 Function Parameters:
0:4 'input' (temp 4-component vector of float)
0:12 Function Definition: ShaderFunction(vf4; (temp 4-component vector of float)
0:9 Function Parameters:
0:9 'input' (temp 4-component vector of float)
0:? Sequence
0:5 Branch: Return with expression
0:5 component-wise multiply (temp 4-component vector of float)
0:5 'input' (temp 4-component vector of float)
0:5 'AmbientColor' (temp 4-component vector of float)
0:10 Branch: Return with expression
0:10 component-wise multiply (temp 4-component vector of float)
0:10 'input' (temp 4-component vector of float)
0:10 'AmbientColor' (temp 4-component vector of float)
0:? Linker Objects
0:? 'AmbientColor' (temp 4-component vector of float)
0:? 'ff1' (temp bool Face)
0:? 'ff2' (temp 4-component vector of float)
0:? 'ff3' (temp 4-component vector of float)
0:? 'ff4' (temp 4-component vector of float FragCoord)
Linked fragment stage:
@@ -34,20 +38,24 @@ gl_FragCoord origin is upper left
0:? 0.500000
0:? 0.000000
0:? 1.000000
0:7 Function Definition: ShaderFunction(vf4; (temp 4-component vector of float)
0:4 Function Parameters:
0:4 'input' (temp 4-component vector of float)
0:12 Function Definition: ShaderFunction(vf4; (temp 4-component vector of float)
0:9 Function Parameters:
0:9 'input' (temp 4-component vector of float)
0:? Sequence
0:5 Branch: Return with expression
0:5 component-wise multiply (temp 4-component vector of float)
0:5 'input' (temp 4-component vector of float)
0:5 'AmbientColor' (temp 4-component vector of float)
0:10 Branch: Return with expression
0:10 component-wise multiply (temp 4-component vector of float)
0:10 'input' (temp 4-component vector of float)
0:10 'AmbientColor' (temp 4-component vector of float)
0:? Linker Objects
0:? 'AmbientColor' (temp 4-component vector of float)
0:? 'ff1' (temp bool Face)
0:? 'ff2' (temp 4-component vector of float)
0:? 'ff3' (temp 4-component vector of float)
0:? 'ff4' (temp 4-component vector of float FragCoord)
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 19
// Id's are bound by 25
Capability Shader
1: ExtInstImport "GLSL.std.450"
@@ -59,12 +67,20 @@ gl_FragCoord origin is upper left
Name 11 "ShaderFunction(vf4;"
Name 10 "input"
Name 14 "AmbientColor"
Name 21 "ff1"
Name 22 "ff2"
Name 23 "ff3"
Name 24 "ff4"
Decorate 21(ff1) BuiltIn FrontFacing
Decorate 24(ff4) BuiltIn FragCoord
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypePointer Function 7(fvec4)
9: TypeFunction 7(fvec4) 8(ptr)
19: TypeBool
20: TypePointer Function 19(bool)
4(PixelShaderFunction): 2 Function None 3
5: Label
FunctionEnd
@@ -72,6 +88,10 @@ gl_FragCoord origin is upper left
10(input): 8(ptr) FunctionParameter
12: Label
14(AmbientColor): 8(ptr) Variable Function
21(ff1): 20(ptr) Variable Function
22(ff2): 8(ptr) Variable Function
23(ff3): 8(ptr) Variable Function
24(ff4): 8(ptr) Variable Function
13: 7(fvec4) Load 10(input)
15: 7(fvec4) Load 14(AmbientColor)
16: 7(fvec4) FMul 13 15

View File

@@ -2,16 +2,19 @@ hlsl.struct.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:26 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:20 Function Parameters:
0:20 'input' (temp 4-component vector of float)
0:39 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:31 Function Parameters:
0:31 'input' (temp 4-component vector of float)
0:? Sequence
0:25 Compare Equal (temp bool)
0:25 's3' (temp structure{temp 3-component vector of bool b3})
0:25 's3' (temp structure{temp 3-component vector of bool b3})
0:36 Compare Equal (temp bool)
0:36 's3' (temp structure{temp 3-component vector of bool b3})
0:36 's3' (temp structure{temp 3-component vector of bool b3})
0:38 Branch: Return with expression
0:38 'input' (temp 4-component vector of float)
0:? Linker Objects
0:? 's1' (temp structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d})
0:? 's2' (temp structure{temp 4-component vector of float i})
0:? 's4' (temp structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float FragCoord ff4})
Linked fragment stage:
@@ -20,20 +23,23 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:26 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:20 Function Parameters:
0:20 'input' (temp 4-component vector of float)
0:39 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:31 Function Parameters:
0:31 'input' (temp 4-component vector of float)
0:? Sequence
0:25 Compare Equal (temp bool)
0:25 's3' (temp structure{temp 3-component vector of bool b3})
0:25 's3' (temp structure{temp 3-component vector of bool b3})
0:36 Compare Equal (temp bool)
0:36 's3' (temp structure{temp 3-component vector of bool b3})
0:36 's3' (temp structure{temp 3-component vector of bool b3})
0:38 Branch: Return with expression
0:38 'input' (temp 4-component vector of float)
0:? Linker Objects
0:? 's1' (temp structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d})
0:? 's2' (temp structure{temp 4-component vector of float i})
0:? 's4' (temp structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float FragCoord ff4})
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 25
// Id's are bound by 33
Capability Shader
1: ExtInstImport "GLSL.std.450"
@@ -45,15 +51,28 @@ gl_FragCoord origin is upper left
Name 8 "FS"
MemberName 8(FS) 0 "b3"
Name 10 "s3"
Name 19 "myS"
MemberName 19(myS) 0 "b"
MemberName 19(myS) 1 "c"
MemberName 19(myS) 2 "a"
MemberName 19(myS) 3 "d"
Name 21 "s1"
Name 22 ""
MemberName 22 0 "i"
Name 24 "s2"
Name 20 "input"
Name 23 "myS"
MemberName 23(myS) 0 "b"
MemberName 23(myS) 1 "c"
MemberName 23(myS) 2 "a"
MemberName 23(myS) 3 "d"
Name 25 "s1"
Name 26 ""
MemberName 26 0 "i"
Name 28 "s2"
Name 30 ""
MemberName 30 0 "a"
MemberName 30 1 "b"
MemberName 30 2 "c"
MemberName 30 3 "d"
MemberName 30 4 "ff1"
MemberName 30 5 "ff2"
MemberName 30 6 "ff3"
MemberName 30 7 "ff4"
Name 32 "s4"
MemberDecorate 30 4 BuiltIn FrontFacing
MemberDecorate 30 7 BuiltIn FragCoord
2: TypeVoid
3: TypeFunction 2
6: TypeBool
@@ -62,20 +81,27 @@ gl_FragCoord origin is upper left
9: TypePointer Function 8(FS)
17: TypeFloat 32
18: TypeVector 17(float) 4
19(myS): TypeStruct 6(bool) 6(bool) 18(fvec4) 18(fvec4)
20: TypePointer Function 19(myS)
22: TypeStruct 18(fvec4)
23: TypePointer Function 22(struct)
19: TypePointer Function 18(fvec4)
23(myS): TypeStruct 6(bool) 6(bool) 18(fvec4) 18(fvec4)
24: TypePointer Function 23(myS)
26: TypeStruct 18(fvec4)
27: TypePointer Function 26(struct)
29: TypeVector 17(float) 2
30: TypeStruct 18(fvec4) 6(bool) 17(float) 29(fvec2) 6(bool) 6(bool) 6(bool) 18(fvec4)
31: TypePointer Function 30(struct)
4(PixelShaderFunction): 2 Function None 3
5: Label
10(s3): 9(ptr) Variable Function
21(s1): 20(ptr) Variable Function
24(s2): 23(ptr) Variable Function
20(input): 19(ptr) Variable Function
25(s1): 24(ptr) Variable Function
28(s2): 27(ptr) Variable Function
32(s4): 31(ptr) Variable Function
11: 8(FS) Load 10(s3)
12: 8(FS) Load 10(s3)
13: 7(bvec3) CompositeExtract 11 0
14: 7(bvec3) CompositeExtract 12 0
15: 7(bvec3) LogicalEqual 13 14
16: 6(bool) All 15
Return
21: 18(fvec4) Load 20(input)
ReturnValue 21
FunctionEnd