HLSL: phase 2b: add l-value operator[] for RWTexture/RWBuffer
This commit adds l-value support for RW texture and buffer objects. Supported are: - pre and post inc/decrement - function out parameters - op-assignments, such as *=, +-, etc. - result values from op-assignments. e.g, val=(MyRwTex[loc] *= 2); Not supported are: - Function inout parameters - multiple post-inc/decrement operators. E.g, MyRWTex[loc]++++;
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@@ -35,6 +35,10 @@ uniform int2 o2;
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uniform int3 o3;
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uniform int4 o4;
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uniform float4 uf4;
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uniform int4 ui4;
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uniform uint4 uu4;
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int4 Fn1(in int4 x) { return x; }
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uint4 Fn1(in uint4 x) { return x; }
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float4 Fn1(in float4 x) { return x; }
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@@ -43,19 +47,19 @@ void Fn2(out int4 x) { x = int4(0); }
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void Fn2(out uint4 x) { x = uint4(0); }
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void Fn2(out float4 x) { x = float4(0); }
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float4 SomeValue() { return c4; }
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PS_OUTPUT main()
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{
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PS_OUTPUT psout;
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// Test as R-values
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// 1D
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g_tTex1df4[c1];
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float4 r00 = g_tTex1df4[c1];
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int4 r01 = g_tTex1di4[c1];
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uint4 r02 = g_tTex1du4[c1];
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// 2D
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float4 r10 = g_tTex2df4[c2];
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int4 r11 = g_tTex2di4[c2];
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@@ -66,47 +70,66 @@ PS_OUTPUT main()
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int4 r21 = g_tTex3di4[c3];
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uint4 r22 = g_tTex3du4[c3];
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// // Test as L-values
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// // 1D
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// g_tTex1df4[c1] = float4(1,2,3,4);
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// g_tTex1di4[c1] = int4(1,2,3,4);
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// g_tTex1du4[c1] = uint4(1,2,3,4);
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float4 lf4 = uf4;
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// Test as L-values
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// 1D
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g_tTex1df4[c1] = SomeValue(); // complex L-value
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g_tTex1df4[c1] = lf4;
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g_tTex1di4[c1] = int4(2,2,3,4);
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g_tTex1du4[c1] = uint4(3,2,3,4);
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// Test some operator= things, which need to do both a load and a store.
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float4 val1 = (g_tTex1df4[c1] *= 2.0);
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g_tTex1df4[c1] -= 3.0;
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g_tTex1df4[c1] += 4.0;
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// // 2D
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// g_tTex2df4[c2] = float4(1,2,3,4);
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// g_tTex2di4[c2] = int4(1,2,3,4);
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// g_tTex2du4[c2] = uint4(1,2,3,4);
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g_tTex1di4[c1] /= 2;
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g_tTex1di4[c1] %= 2;
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g_tTex1di4[c1] &= 0xffff;
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g_tTex1di4[c1] |= 0xf0f0;
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g_tTex1di4[c1] <<= 2;
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g_tTex1di4[c1] >>= 2;
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// 2D
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g_tTex2df4[c2] = SomeValue(); // complex L-value
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g_tTex2df4[c2] = lf4;
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g_tTex2di4[c2] = int4(5,2,3,4);
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g_tTex2du4[c2] = uint4(6,2,3,4);
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// // 3D
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// g_tTex3df4[c3] = float4(1,2,3,4);
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// g_tTex3di4[c3] = int4(1,2,3,4);
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// g_tTex3du4[c3] = uint4(1,2,3,4);
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// 3D
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g_tTex3df4[c3] = SomeValue(); // complex L-value
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g_tTex3df4[c3] = lf4;
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g_tTex3di4[c3] = int4(8,6,7,8);
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g_tTex3du4[c3] = uint4(9,2,3,4);
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// // Test function calling
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Fn1(g_tTex1df4[c1]); // in
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Fn1(g_tTex1di4[c1]); // in
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Fn1(g_tTex1du4[c1]); // in
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// Fn2(g_tTex1df4[c1]); // out
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// Fn2(g_tTex1di4[c1]); // out
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// Fn2(g_tTex1du4[c1]); // out
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Fn2(g_tTex1df4[c1]); // out
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Fn2(g_tTex1di4[c1]); // out
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Fn2(g_tTex1du4[c1]); // out
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// // Test increment operators
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// g_tTex1df4[c1]++;
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// g_tTex1di4[c1]++;
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// g_tTex1du4[c1]++;
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// Test increment operators
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// pre-ops
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++g_tTex1df4[c1];
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++g_tTex1di4[c1];
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++g_tTex1du4[c1];
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// g_tTex1df4[c1]--;
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// g_tTex1di4[c1]--;
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// g_tTex1du4[c1]--;
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--g_tTex1df4[c1];
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--g_tTex1di4[c1];
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--g_tTex1du4[c1];
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// ++g_tTex1df4[c1];
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// ++g_tTex1di4[c1];
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// ++g_tTex1du4[c1];
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// post-ops
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g_tTex1df4[c1]++;
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g_tTex1du4[c1]--;
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g_tTex1di4[c1]++;
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// --g_tTex1df4[c1];
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// --g_tTex1di4[c1];
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// --g_tTex1du4[c1];
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g_tTex1df4[c1]--;
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g_tTex1di4[c1]++;
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g_tTex1du4[c1]--;
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psout.Color = 1.0;
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