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