HLSL: allow mixed user & builtin members in hull shader output structure

Hull shaders have an implicitly arrayed output.  This is handled by creating an arrayed form of the
provided output type, and writing to the element of it indexed by InvocationID.

The implicit indirection into that array was causing some troubles when copying to a split
structure.  handleAssign was able to handle simple symbol lvalues, but not an lvalue composed
of an indirection into an array.
This commit is contained in:
LoopDawg 2017-09-10 09:46:55 -06:00
parent ba6a3c290e
commit a5d8616478
11 changed files with 310 additions and 20 deletions

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@ -3555,7 +3555,7 @@ spv::Id TGlslangToSpvTraverser::handleUserFunctionCall(const glslang::TIntermAgg
const glslang::TIntermSequence& glslangArgs = node->getSequence();
const glslang::TQualifierList& qualifiers = node->getQualifierList();
// Encapsulate lvalue logic, used in two places below, for safety.
// Encapsulate lvalue logic, used in several places below, for safety.
const auto isLValue = [](int qualifier, const glslang::TType& paramType) -> bool {
return qualifier != glslang::EvqConstReadOnly || paramType.containsOpaque();
};

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@ -32,7 +32,7 @@ vertex spacing = equal_spacing
0:? 'm_cpid' ( temp uint)
0:? 'm_cpid' ( in uint InvocationID)
0:26 move second child to first child ( temp structure{ temp 3-component vector of float cpoint})
0:26 indirect index ( temp structure{ temp 3-component vector of float cpoint})
0:26 indirect index (layout( location=0) out structure{ temp 3-component vector of float cpoint})
0:? '@entryPointOutput' (layout( location=0) out 4-element array of structure{ temp 3-component vector of float cpoint})
0:? 'm_cpid' ( in uint InvocationID)
0:26 Function Call: @main(struct-VS_OUT-vf31[4];u1; ( temp structure{ temp 3-component vector of float cpoint})
@ -146,7 +146,7 @@ vertex spacing = equal_spacing
0:? 'm_cpid' ( temp uint)
0:? 'm_cpid' ( in uint InvocationID)
0:26 move second child to first child ( temp structure{ temp 3-component vector of float cpoint})
0:26 indirect index ( temp structure{ temp 3-component vector of float cpoint})
0:26 indirect index (layout( location=0) out structure{ temp 3-component vector of float cpoint})
0:? '@entryPointOutput' (layout( location=0) out 4-element array of structure{ temp 3-component vector of float cpoint})
0:? 'm_cpid' ( in uint InvocationID)
0:26 Function Call: @main(struct-VS_OUT-vf31[4];u1; ( temp structure{ temp 3-component vector of float cpoint})

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@ -28,7 +28,7 @@ vertex spacing = equal_spacing
0:? 'ip' ( temp 4-element array of structure{ temp 3-component vector of float cpoint})
0:? 'ip' (layout( location=0) in 4-element array of structure{ temp 3-component vector of float cpoint})
0:26 move second child to first child ( temp structure{ temp 3-component vector of float cpoint})
0:26 indirect index ( temp structure{ temp 3-component vector of float cpoint})
0:26 indirect index (layout( location=0) out structure{ temp 3-component vector of float cpoint})
0:? '@entryPointOutput' (layout( location=0) out 4-element array of structure{ temp 3-component vector of float cpoint})
0:? 'InvocationId' ( in uint InvocationID)
0:26 Function Call: @main(struct-VS_OUT-vf31[4]; ( temp structure{ temp 3-component vector of float cpoint})
@ -140,7 +140,7 @@ vertex spacing = equal_spacing
0:? 'ip' ( temp 4-element array of structure{ temp 3-component vector of float cpoint})
0:? 'ip' (layout( location=0) in 4-element array of structure{ temp 3-component vector of float cpoint})
0:26 move second child to first child ( temp structure{ temp 3-component vector of float cpoint})
0:26 indirect index ( temp structure{ temp 3-component vector of float cpoint})
0:26 indirect index (layout( location=0) out structure{ temp 3-component vector of float cpoint})
0:? '@entryPointOutput' (layout( location=0) out 4-element array of structure{ temp 3-component vector of float cpoint})
0:? 'InvocationId' ( in uint InvocationID)
0:26 Function Call: @main(struct-VS_OUT-vf31[4]; ( temp structure{ temp 3-component vector of float cpoint})

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@ -28,7 +28,7 @@ vertex spacing = equal_spacing
0:? 'ip' ( temp 4-element array of structure{ temp 3-component vector of float cpoint})
0:? 'ip' (layout( location=0) in 4-element array of structure{ temp 3-component vector of float cpoint})
0:26 move second child to first child ( temp structure{ temp 3-component vector of float cpoint})
0:26 indirect index ( temp structure{ temp 3-component vector of float cpoint})
0:26 indirect index (layout( location=0) out structure{ temp 3-component vector of float cpoint})
0:? '@entryPointOutput' (layout( location=0) out 4-element array of structure{ temp 3-component vector of float cpoint})
0:? 'InvocationId' ( in uint InvocationID)
0:26 Function Call: @main(struct-VS_OUT-vf31[4]; ( temp structure{ temp 3-component vector of float cpoint})
@ -140,7 +140,7 @@ vertex spacing = equal_spacing
0:? 'ip' ( temp 4-element array of structure{ temp 3-component vector of float cpoint})
0:? 'ip' (layout( location=0) in 4-element array of structure{ temp 3-component vector of float cpoint})
0:26 move second child to first child ( temp structure{ temp 3-component vector of float cpoint})
0:26 indirect index ( temp structure{ temp 3-component vector of float cpoint})
0:26 indirect index (layout( location=0) out structure{ temp 3-component vector of float cpoint})
0:? '@entryPointOutput' (layout( location=0) out 4-element array of structure{ temp 3-component vector of float cpoint})
0:? 'InvocationId' ( in uint InvocationID)
0:26 Function Call: @main(struct-VS_OUT-vf31[4]; ( temp structure{ temp 3-component vector of float cpoint})

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@ -0,0 +1,241 @@
hlsl.hull.4.tesc
Shader version: 500
vertices = 3
0:? Sequence
0:14 Function Definition: @main( ( temp structure{ temp 3-element array of float tessFactor, temp float coord})
0:14 Function Parameters:
0:? Sequence
0:15 Sequence
0:15 move second child to first child ( temp structure{ temp 3-element array of float tessFactor, temp float coord})
0:15 'output' ( temp structure{ temp 3-element array of float tessFactor, temp float coord})
0:15 Constant:
0:15 0.000000
0:15 0.000000
0:15 0.000000
0:15 0.000000
0:16 Branch: Return with expression
0:16 'output' ( temp structure{ temp 3-element array of float tessFactor, temp float coord})
0:14 Function Definition: main( ( temp void)
0:14 Function Parameters:
0:? Sequence
0:14 Sequence
0:14 move second child to first child ( temp structure{ temp 3-element array of float tessFactor, temp float coord})
0:14 'flattenTemp' ( temp structure{ temp 3-element array of float tessFactor, temp float coord})
0:14 Function Call: @main( ( temp structure{ temp 3-element array of float tessFactor, temp float coord})
0:14 move second child to first child ( temp float)
0:14 direct index ( patch out float TessLevelOuter)
0:? '@entryPointOutput.tessFactor' ( patch out 4-element array of float TessLevelOuter)
0:14 Constant:
0:14 0 (const int)
0:14 direct index ( temp float)
0:14 tessFactor: direct index for structure ( temp 3-element array of float)
0:14 'flattenTemp' ( temp structure{ temp 3-element array of float tessFactor, temp float coord})
0:14 Constant:
0:14 0 (const int)
0:14 Constant:
0:14 0 (const int)
0:14 move second child to first child ( temp float)
0:14 direct index ( patch out float TessLevelOuter)
0:? '@entryPointOutput.tessFactor' ( patch out 4-element array of float TessLevelOuter)
0:14 Constant:
0:14 1 (const int)
0:14 direct index ( temp float)
0:14 tessFactor: direct index for structure ( temp 3-element array of float)
0:14 'flattenTemp' ( temp structure{ temp 3-element array of float tessFactor, temp float coord})
0:14 Constant:
0:14 0 (const int)
0:14 Constant:
0:14 1 (const int)
0:14 move second child to first child ( temp float)
0:14 direct index ( patch out float TessLevelOuter)
0:? '@entryPointOutput.tessFactor' ( patch out 4-element array of float TessLevelOuter)
0:14 Constant:
0:14 2 (const int)
0:14 direct index ( temp float)
0:14 tessFactor: direct index for structure ( temp 3-element array of float)
0:14 'flattenTemp' ( temp structure{ temp 3-element array of float tessFactor, temp float coord})
0:14 Constant:
0:14 0 (const int)
0:14 Constant:
0:14 2 (const int)
0:14 move second child to first child ( temp float)
0:14 coord: direct index for structure ( temp float)
0:14 indirect index (layout( location=0) out structure{ temp float coord})
0:14 '@entryPointOutput' (layout( location=0) out 3-element array of structure{ temp float coord})
0:? 'InvocationId' ( in uint InvocationID)
0:14 Constant:
0:14 0 (const int)
0:14 coord: direct index for structure ( temp float)
0:14 'flattenTemp' ( temp structure{ temp 3-element array of float tessFactor, temp float coord})
0:14 Constant:
0:14 1 (const int)
0:? Linker Objects
0:? '@entryPointOutput.tessFactor' ( patch out 4-element array of float TessLevelOuter)
0:? '@entryPointOutput' (layout( location=0) out 3-element array of structure{ temp float coord})
0:? 'InvocationId' ( in uint InvocationID)
Linked tessellation control stage:
Shader version: 500
vertices = 3
0:? Sequence
0:14 Function Definition: @main( ( temp structure{ temp 3-element array of float tessFactor, temp float coord})
0:14 Function Parameters:
0:? Sequence
0:15 Sequence
0:15 move second child to first child ( temp structure{ temp 3-element array of float tessFactor, temp float coord})
0:15 'output' ( temp structure{ temp 3-element array of float tessFactor, temp float coord})
0:15 Constant:
0:15 0.000000
0:15 0.000000
0:15 0.000000
0:15 0.000000
0:16 Branch: Return with expression
0:16 'output' ( temp structure{ temp 3-element array of float tessFactor, temp float coord})
0:14 Function Definition: main( ( temp void)
0:14 Function Parameters:
0:? Sequence
0:14 Sequence
0:14 move second child to first child ( temp structure{ temp 3-element array of float tessFactor, temp float coord})
0:14 'flattenTemp' ( temp structure{ temp 3-element array of float tessFactor, temp float coord})
0:14 Function Call: @main( ( temp structure{ temp 3-element array of float tessFactor, temp float coord})
0:14 move second child to first child ( temp float)
0:14 direct index ( patch out float TessLevelOuter)
0:? '@entryPointOutput.tessFactor' ( patch out 4-element array of float TessLevelOuter)
0:14 Constant:
0:14 0 (const int)
0:14 direct index ( temp float)
0:14 tessFactor: direct index for structure ( temp 3-element array of float)
0:14 'flattenTemp' ( temp structure{ temp 3-element array of float tessFactor, temp float coord})
0:14 Constant:
0:14 0 (const int)
0:14 Constant:
0:14 0 (const int)
0:14 move second child to first child ( temp float)
0:14 direct index ( patch out float TessLevelOuter)
0:? '@entryPointOutput.tessFactor' ( patch out 4-element array of float TessLevelOuter)
0:14 Constant:
0:14 1 (const int)
0:14 direct index ( temp float)
0:14 tessFactor: direct index for structure ( temp 3-element array of float)
0:14 'flattenTemp' ( temp structure{ temp 3-element array of float tessFactor, temp float coord})
0:14 Constant:
0:14 0 (const int)
0:14 Constant:
0:14 1 (const int)
0:14 move second child to first child ( temp float)
0:14 direct index ( patch out float TessLevelOuter)
0:? '@entryPointOutput.tessFactor' ( patch out 4-element array of float TessLevelOuter)
0:14 Constant:
0:14 2 (const int)
0:14 direct index ( temp float)
0:14 tessFactor: direct index for structure ( temp 3-element array of float)
0:14 'flattenTemp' ( temp structure{ temp 3-element array of float tessFactor, temp float coord})
0:14 Constant:
0:14 0 (const int)
0:14 Constant:
0:14 2 (const int)
0:14 move second child to first child ( temp float)
0:14 coord: direct index for structure ( temp float)
0:14 indirect index (layout( location=0) out structure{ temp float coord})
0:14 '@entryPointOutput' (layout( location=0) out 3-element array of structure{ temp float coord})
0:? 'InvocationId' ( in uint InvocationID)
0:14 Constant:
0:14 0 (const int)
0:14 coord: direct index for structure ( temp float)
0:14 'flattenTemp' ( temp structure{ temp 3-element array of float tessFactor, temp float coord})
0:14 Constant:
0:14 1 (const int)
0:? Linker Objects
0:? '@entryPointOutput.tessFactor' ( patch out 4-element array of float TessLevelOuter)
0:? '@entryPointOutput' (layout( location=0) out 3-element array of structure{ temp float coord})
0:? 'InvocationId' ( in uint InvocationID)
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 53
Capability Tessellation
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint TessellationControl 4 "main" 27 46 48
ExecutionMode 4 OutputVertices 3
ExecutionMode 4 Triangles
Source HLSL 500
Name 4 "main"
Name 10 "HS_Output"
MemberName 10(HS_Output) 0 "tessFactor"
MemberName 10(HS_Output) 1 "coord"
Name 12 "@main("
Name 15 "output"
Name 22 "flattenTemp"
Name 27 "@entryPointOutput.tessFactor"
Name 43 "HS_Output"
MemberName 43(HS_Output) 0 "coord"
Name 46 "@entryPointOutput"
Name 48 "InvocationId"
Decorate 27(@entryPointOutput.tessFactor) Patch
Decorate 27(@entryPointOutput.tessFactor) BuiltIn TessLevelOuter
Decorate 46(@entryPointOutput) Location 0
Decorate 48(InvocationId) BuiltIn InvocationId
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeInt 32 0
8: 7(int) Constant 3
9: TypeArray 6(float) 8
10(HS_Output): TypeStruct 9 6(float)
11: TypeFunction 10(HS_Output)
14: TypePointer Function 10(HS_Output)
16: 6(float) Constant 0
17: 9 ConstantComposite 16 16 16
18:10(HS_Output) ConstantComposite 17 16
24: 7(int) Constant 4
25: TypeArray 6(float) 24
26: TypePointer Output 25
27(@entryPointOutput.tessFactor): 26(ptr) Variable Output
28: TypeInt 32 1
29: 28(int) Constant 0
30: TypePointer Function 6(float)
33: TypePointer Output 6(float)
35: 28(int) Constant 1
39: 28(int) Constant 2
43(HS_Output): TypeStruct 6(float)
44: TypeArray 43(HS_Output) 8
45: TypePointer Output 44
46(@entryPointOutput): 45(ptr) Variable Output
47: TypePointer Input 7(int)
48(InvocationId): 47(ptr) Variable Input
4(main): 2 Function None 3
5: Label
22(flattenTemp): 14(ptr) Variable Function
23:10(HS_Output) FunctionCall 12(@main()
Store 22(flattenTemp) 23
31: 30(ptr) AccessChain 22(flattenTemp) 29 29
32: 6(float) Load 31
34: 33(ptr) AccessChain 27(@entryPointOutput.tessFactor) 29
Store 34 32
36: 30(ptr) AccessChain 22(flattenTemp) 29 35
37: 6(float) Load 36
38: 33(ptr) AccessChain 27(@entryPointOutput.tessFactor) 35
Store 38 37
40: 30(ptr) AccessChain 22(flattenTemp) 29 39
41: 6(float) Load 40
42: 33(ptr) AccessChain 27(@entryPointOutput.tessFactor) 39
Store 42 41
49: 7(int) Load 48(InvocationId)
50: 30(ptr) AccessChain 22(flattenTemp) 35
51: 6(float) Load 50
52: 33(ptr) AccessChain 46(@entryPointOutput) 49 29
Store 52 51
Return
FunctionEnd
12(@main():10(HS_Output) Function None 11
13: Label
15(output): 14(ptr) Variable Function
Store 15(output) 18
19:10(HS_Output) Load 15(output)
ReturnValue 19
FunctionEnd

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@ -29,7 +29,7 @@ triangle order = cw
0:? 'cpid' ( temp uint)
0:? 'cpid' ( in uint InvocationID)
0:27 move second child to first child ( temp structure{ temp 3-component vector of float val})
0:27 indirect index ( temp structure{ temp 3-component vector of float val})
0:27 indirect index (layout( location=0) out structure{ temp 3-component vector of float val})
0:? '@entryPointOutput' (layout( location=0) out 3-element array of structure{ temp 3-component vector of float val})
0:? 'cpid' ( in uint InvocationID)
0:27 Function Call: @main(struct-hs_in_t-vf31[3];u1; ( temp structure{ temp 3-component vector of float val})
@ -229,7 +229,7 @@ triangle order = cw
0:? 'cpid' ( temp uint)
0:? 'cpid' ( in uint InvocationID)
0:27 move second child to first child ( temp structure{ temp 3-component vector of float val})
0:27 indirect index ( temp structure{ temp 3-component vector of float val})
0:27 indirect index (layout( location=0) out structure{ temp 3-component vector of float val})
0:? '@entryPointOutput' (layout( location=0) out 3-element array of structure{ temp 3-component vector of float val})
0:? 'cpid' ( in uint InvocationID)
0:27 Function Call: @main(struct-hs_in_t-vf31[3];u1; ( temp structure{ temp 3-component vector of float val})

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@ -36,7 +36,7 @@ triangle order = cw
0:? 'cpid' ( temp uint)
0:? 'cpid' ( in uint InvocationID)
0:28 move second child to first child ( temp structure{ temp 3-component vector of float val})
0:28 indirect index ( temp structure{ temp 3-component vector of float val})
0:28 indirect index (layout( location=0) out structure{ temp 3-component vector of float val})
0:? '@entryPointOutput' (layout( location=0) out 3-element array of structure{ temp 3-component vector of float val})
0:? 'cpid' ( in uint InvocationID)
0:28 Function Call: @main(struct-hs_in_t-vf31[3];u1; ( temp structure{ temp 3-component vector of float val})
@ -245,7 +245,7 @@ triangle order = cw
0:? 'cpid' ( temp uint)
0:? 'cpid' ( in uint InvocationID)
0:28 move second child to first child ( temp structure{ temp 3-component vector of float val})
0:28 indirect index ( temp structure{ temp 3-component vector of float val})
0:28 indirect index (layout( location=0) out structure{ temp 3-component vector of float val})
0:? '@entryPointOutput' (layout( location=0) out 3-element array of structure{ temp 3-component vector of float val})
0:? 'cpid' ( in uint InvocationID)
0:28 Function Call: @main(struct-hs_in_t-vf31[3];u1; ( temp structure{ temp 3-component vector of float val})

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@ -29,7 +29,7 @@ triangle order = ccw
0:? 'ip' ( temp 3-element array of structure{ temp 3-component vector of float cpoint})
0:? 'ip' (layout( location=0) in 3-element array of structure{ temp 3-component vector of float cpoint})
0:26 move second child to first child ( temp structure{ temp 3-component vector of float cpoint})
0:26 indirect index ( temp structure{ temp 3-component vector of float cpoint})
0:26 indirect index (layout( location=0) out structure{ temp 3-component vector of float cpoint})
0:? '@entryPointOutput' (layout( location=0) out 3-element array of structure{ temp 3-component vector of float cpoint})
0:? 'InvocationId' ( in uint InvocationID)
0:26 Function Call: @main(struct-VS_OUT-vf31[3]; ( temp structure{ temp 3-component vector of float cpoint})
@ -85,7 +85,7 @@ triangle order = ccw
0:? 'ip' ( temp 3-element array of structure{ temp 3-component vector of float cpoint})
0:? 'ip' (layout( location=0) in 3-element array of structure{ temp 3-component vector of float cpoint})
0:26 move second child to first child ( temp structure{ temp 3-component vector of float cpoint})
0:26 indirect index ( temp structure{ temp 3-component vector of float cpoint})
0:26 indirect index (layout( location=0) out structure{ temp 3-component vector of float cpoint})
0:? '@entryPointOutput' (layout( location=0) out 3-element array of structure{ temp 3-component vector of float cpoint})
0:? 'InvocationId' ( in uint InvocationID)
0:26 Function Call: @main(struct-VS_OUT-vf31[3]; ( temp structure{ temp 3-component vector of float cpoint})

17
Test/hlsl.hull.4.tesc Normal file
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@ -0,0 +1,17 @@
// Test mixed output structure: user and builtin members. Hull shaders involve extra
// logic in this case, over and above e.g. pixel or vertex stages, which is related to
// the implicit array dimension.
struct HS_Output
{
float tessFactor[3] : SV_TessFactor;
float coord : TEXCOORD0;
};
[domain("tri")]
[outputcontrolpoints(3)]
HS_Output main ( )
{
HS_Output output = (HS_Output)0;
return output;
}

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@ -164,6 +164,7 @@ INSTANTIATE_TEST_CASE_P(
{"hlsl.hull.1.tesc", "main"},
{"hlsl.hull.2.tesc", "main"},
{"hlsl.hull.3.tesc", "main"},
{"hlsl.hull.4.tesc", "main"},
{"hlsl.hull.void.tesc", "main"},
{"hlsl.hull.ctrlpt-1.tesc", "main"},
{"hlsl.hull.ctrlpt-2.tesc", "main"},

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@ -2039,7 +2039,10 @@ TIntermNode* HlslParseContext::transformEntryPoint(const TSourceLoc& loc, TFunct
TIntermTyped* element = intermediate.addIndex(EOpIndexIndirect, intermediate.addSymbol(*entryPointOutput),
invocationIdSym, loc);
element->setType(callReturn->getType());
// Set the type of the array element being dereferenced
const TType derefElementType(entryPointOutput->getType(), 0);
element->setType(derefElementType);
returnAssign = handleAssign(loc, EOpAssign, element, callReturn);
} else {
@ -2561,14 +2564,25 @@ TIntermTyped* HlslParseContext::handleAssign(const TSourceLoc& loc, TOperator op
if (left->getAsOperator() && left->getAsOperator()->getOp() == EOpMatrixSwizzle)
return handleAssignToMatrixSwizzle(loc, op, left, right);
const bool isSplitLeft = wasSplit(left);
const bool isSplitRight = wasSplit(right);
// Return true if the given node is an index operation into a split variable.
const auto indexesSplit = [this](const TIntermTyped* node) -> bool {
const TIntermBinary* binaryNode = node->getAsBinaryNode();
if (binaryNode == nullptr)
return false;
return (binaryNode->getOp() == EOpIndexDirect || binaryNode->getOp() == EOpIndexIndirect) &&
wasSplit(binaryNode->getLeft());
};
const bool isSplitLeft = wasSplit(left) || indexesSplit(left);
const bool isSplitRight = wasSplit(right) || indexesSplit(right);
const bool isFlattenLeft = wasFlattened(left);
const bool isFlattenRight = wasFlattened(right);
// OK to do a single assign if both are split, or both are unsplit. But if one is and the other
// isn't, we fall back to a member-wise copy.
// OK to do a single assign if neither side is split or flattened. Otherwise,
// fall through to a member-wise copy.
if (!isFlattenLeft && !isFlattenRight && !isSplitLeft && !isSplitRight) {
// Clip and cull distance requires more processing. See comment above assignClipCullDistance.
if (isClipOrCullDistance(left->getType()) || isClipOrCullDistance(right->getType())) {
@ -2803,8 +2817,25 @@ TIntermTyped* HlslParseContext::handleAssign(const TSourceLoc& loc, TOperator op
// If either left or right was a split structure, we must read or write it, but still have to
// parallel-recurse through the unsplit structure to identify the built-in IO vars.
if (isSplitLeft)
splitLeft = intermediate.addSymbol(*getSplitNonIoVar(left->getAsSymbolNode()->getId()), loc);
// The left can be either a symbol, or an index into a symbol (e.g, array reference)
if (isSplitLeft) {
if (indexesSplit(left)) {
// Index case: Refer to the indexed symbol, if the left is an index operator.
const TIntermSymbol* symNode = left->getAsBinaryNode()->getLeft()->getAsSymbolNode();
TIntermTyped* splitLeftNonIo = intermediate.addSymbol(*getSplitNonIoVar(symNode->getId()), loc);
splitLeft = intermediate.addIndex(left->getAsBinaryNode()->getOp(), splitLeftNonIo,
left->getAsBinaryNode()->getRight(), loc);
const TType derefType(splitLeftNonIo->getType(), 0);
splitLeft->setType(derefType);
} else {
// Symbol case: otherwise, if not indexed, we have the symbol directly.
const TIntermSymbol* symNode = left->getAsSymbolNode();
splitLeft = intermediate.addSymbol(*getSplitNonIoVar(symNode->getId()), loc);
}
}
if (isSplitRight)
splitRight = intermediate.addSymbol(*getSplitNonIoVar(right->getAsSymbolNode()->getId()), loc);