HLSL: Additional attribute support: [[]], namespace, parameters:
- support C++11 style brackets [[...]] - support namespaces [[vk::...]] - support these on parameter declarations in functions - support location, binding/set, input attachments
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176
Test/baseResults/hlsl.attributeC11.frag.out
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176
Test/baseResults/hlsl.attributeC11.frag.out
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hlsl.attributeC11.frag
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Shader version: 500
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gl_FragCoord origin is upper left
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0:? Sequence
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0:16 Function Definition: @main(vf4; ( temp 4-component vector of float)
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0:16 Function Parameters:
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0:16 'input' ( in 4-component vector of float)
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0:? Sequence
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0:17 Branch: Return with expression
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0:17 add ( temp 4-component vector of float)
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0:17 'input' ( in 4-component vector of float)
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0:17 textureFetch ( temp 4-component vector of float)
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0:17 'attach' ( uniform texture2D)
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0:17 vector swizzle ( temp int)
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0:17 Constant:
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0:17 0 (const int)
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0:17 0 (const int)
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0:17 Sequence
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0:17 Constant:
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0:17 0 (const int)
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0:17 direct index ( temp int)
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0:17 Constant:
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0:17 0 (const int)
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0:17 0 (const int)
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0:17 Constant:
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0:17 1 (const int)
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0:16 Function Definition: main( ( temp void)
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0:16 Function Parameters:
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0:? Sequence
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0:16 move second child to first child ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? 'input' (layout( location=8) in 4-component vector of float)
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0:16 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=7) out 4-component vector of float)
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0:16 Function Call: @main(vf4; ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'buffer1' (layout( set=0 binding=1 row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of structure{ temp 2-component vector of float f} @data})
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0:? 'buffer3' (layout( set=2 binding=3 row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of structure{ temp 2-component vector of float f} @data})
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0:? 'attach' ( uniform texture2D)
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0:? '@entryPointOutput' (layout( location=7) out 4-component vector of float)
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0:? 'input' (layout( location=8) in 4-component vector of float)
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Linked fragment stage:
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Shader version: 500
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gl_FragCoord origin is upper left
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0:? Sequence
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0:16 Function Definition: @main(vf4; ( temp 4-component vector of float)
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0:16 Function Parameters:
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0:16 'input' ( in 4-component vector of float)
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0:? Sequence
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0:17 Branch: Return with expression
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0:17 add ( temp 4-component vector of float)
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0:17 'input' ( in 4-component vector of float)
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0:17 textureFetch ( temp 4-component vector of float)
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0:17 'attach' ( uniform texture2D)
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0:17 vector swizzle ( temp int)
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0:17 Constant:
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0:17 0 (const int)
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0:17 0 (const int)
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0:17 Sequence
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0:17 Constant:
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0:17 0 (const int)
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0:17 direct index ( temp int)
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0:17 Constant:
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0:17 0 (const int)
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0:17 0 (const int)
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0:17 Constant:
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0:17 1 (const int)
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0:16 Function Definition: main( ( temp void)
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0:16 Function Parameters:
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0:? Sequence
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0:16 move second child to first child ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? 'input' (layout( location=8) in 4-component vector of float)
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0:16 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=7) out 4-component vector of float)
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0:16 Function Call: @main(vf4; ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'buffer1' (layout( set=0 binding=1 row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of structure{ temp 2-component vector of float f} @data})
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0:? 'buffer3' (layout( set=2 binding=3 row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of structure{ temp 2-component vector of float f} @data})
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0:? 'attach' ( uniform texture2D)
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0:? '@entryPointOutput' (layout( location=7) out 4-component vector of float)
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0:? 'input' (layout( location=8) in 4-component vector of float)
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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 47
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "main" 33 36
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ExecutionMode 4 OriginUpperLeft
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Source HLSL 500
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Name 4 "main"
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Name 11 "@main(vf4;"
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Name 10 "input"
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Name 16 "attach"
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Name 31 "input"
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Name 33 "input"
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Name 36 "@entryPointOutput"
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Name 37 "param"
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Name 41 "S"
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MemberName 41(S) 0 "f"
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Name 43 "buffer1"
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MemberName 43(buffer1) 0 "@data"
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Name 45 "buffer1"
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Name 46 "buffer3"
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Decorate 16(attach) DescriptorSet 0
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Decorate 16(attach) InputAttachmentIndex 4
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Decorate 33(input) Location 8
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Decorate 36(@entryPointOutput) Location 7
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MemberDecorate 41(S) 0 Offset 0
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Decorate 42 ArrayStride 8
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MemberDecorate 43(buffer1) 0 NonWritable
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MemberDecorate 43(buffer1) 0 Offset 0
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Decorate 43(buffer1) BufferBlock
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Decorate 45(buffer1) DescriptorSet 0
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Decorate 45(buffer1) Binding 1
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Decorate 46(buffer3) DescriptorSet 2
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Decorate 46(buffer3) Binding 3
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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7: TypeVector 6(float) 4
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8: TypePointer Function 7(fvec4)
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9: TypeFunction 7(fvec4) 8(ptr)
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14: TypeImage 6(float) 2D sampled format:Unknown
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15: TypePointer UniformConstant 14
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16(attach): 15(ptr) Variable UniformConstant
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18: TypeInt 32 1
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19: TypeVector 18(int) 2
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20: 18(int) Constant 0
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21: 19(ivec2) ConstantComposite 20 20
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22: TypeInt 32 0
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23: 22(int) Constant 0
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25: 22(int) Constant 1
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32: TypePointer Input 7(fvec4)
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33(input): 32(ptr) Variable Input
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35: TypePointer Output 7(fvec4)
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36(@entryPointOutput): 35(ptr) Variable Output
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40: TypeVector 6(float) 2
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41(S): TypeStruct 40(fvec2)
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42: TypeRuntimeArray 41(S)
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43(buffer1): TypeStruct 42
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44: TypePointer Uniform 43(buffer1)
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45(buffer1): 44(ptr) Variable Uniform
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46(buffer3): 44(ptr) Variable Uniform
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4(main): 2 Function None 3
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5: Label
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31(input): 8(ptr) Variable Function
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37(param): 8(ptr) Variable Function
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34: 7(fvec4) Load 33(input)
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Store 31(input) 34
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38: 7(fvec4) Load 31(input)
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Store 37(param) 38
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39: 7(fvec4) FunctionCall 11(@main(vf4;) 37(param)
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Store 36(@entryPointOutput) 39
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Return
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FunctionEnd
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11(@main(vf4;): 7(fvec4) Function None 9
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10(input): 8(ptr) FunctionParameter
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12: Label
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13: 7(fvec4) Load 10(input)
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17: 14 Load 16(attach)
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24: 18(int) CompositeExtract 21 0
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26: 18(int) CompositeExtract 21 1
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27: 7(fvec4) ImageFetch 17 24 Lod 26
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28: 7(fvec4) FAdd 13 27
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ReturnValue 28
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FunctionEnd
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18
Test/hlsl.attributeC11.frag
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18
Test/hlsl.attributeC11.frag
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@@ -0,0 +1,18 @@
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struct S {
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float2 f;
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};
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[[vk::binding(1)]]
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StructuredBuffer<S> buffer1;
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[[vk::binding(3, 2)]]
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StructuredBuffer<S> buffer3;
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[[vk::input_attachment_index(4)]]
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Texture2D<float4> attach;
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[[vk::location(7)]] float4
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main([[vk::location(8)]] float4 input: A) : B
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{
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return input + attach.Load(float2(0.5));
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}
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