HLSL: allow promotion from 1-vector types to scalars, e.g, float<-float1
Previously, an error was thrown when assigning a float1 to a scalar float, or similar for other basic types. This allows that. Also, this allows calling functions accepting scalars with float1 params, so for example sin(float1) will work. This is a minor change in HlslParseContext::findFunction().
This commit is contained in:
118
Test/baseResults/hlsl.promote.vec1.frag.out
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118
Test/baseResults/hlsl.promote.vec1.frag.out
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hlsl.promote.vec1.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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0:3 Function Definition: main( (temp 4-component vector of float)
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0:3 Function Parameters:
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0:? Sequence
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0:7 move second child to first child (temp float)
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0:7 'f1a' (temp float)
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0:7 Construct float (temp float)
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0:7 'f1b' (temp 1-component vector of float)
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0:8 move second child to first child (temp 1-component vector of float)
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0:8 'f1b' (temp 1-component vector of float)
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0:8 Construct float (temp 1-component vector of float)
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0:8 'f1a' (temp float)
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0:11 step (global 3-component vector of float)
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0:11 Constant:
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0:11 0.000000
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0:11 0.000000
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0:11 0.000000
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0:11 'f3' (temp 3-component vector of float)
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0:13 sine (global float)
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0:13 Construct float (in float)
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0:13 'f1b' (temp 1-component vector of float)
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0:15 Sequence
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0:15 move second child to first child (temp 4-component vector of float)
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:? Constant:
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:15 Branch: Return
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0:? Linker Objects
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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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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0:3 Function Definition: main( (temp 4-component vector of float)
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0:3 Function Parameters:
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0:? Sequence
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0:7 move second child to first child (temp float)
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0:7 'f1a' (temp float)
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0:7 Construct float (temp float)
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0:7 'f1b' (temp 1-component vector of float)
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0:8 move second child to first child (temp 1-component vector of float)
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0:8 'f1b' (temp 1-component vector of float)
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0:8 Construct float (temp 1-component vector of float)
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0:8 'f1a' (temp float)
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0:11 step (global 3-component vector of float)
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0:11 Constant:
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0:11 0.000000
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0:11 0.000000
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0:11 0.000000
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0:11 'f3' (temp 3-component vector of float)
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0:13 sine (global float)
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0:13 Construct float (in float)
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0:13 'f1b' (temp 1-component vector of float)
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0:15 Sequence
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0:15 move second child to first child (temp 4-component vector of float)
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:? Constant:
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:15 Branch: Return
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0:? Linker Objects
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0:? '@entryPointOutput' (layout(location=0 ) out 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 26
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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" 23
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ExecutionMode 4 OriginUpperLeft
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Name 4 "main"
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Name 8 "f1a"
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Name 9 "f1b"
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Name 16 "f3"
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Name 23 "@entryPointOutput"
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Decorate 23(@entryPointOutput) Location 0
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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: TypePointer Function 6(float)
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12: TypeVector 6(float) 3
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13: 6(float) Constant 0
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14: 12(fvec3) ConstantComposite 13 13 13
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15: TypePointer Function 12(fvec3)
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21: TypeVector 6(float) 4
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22: TypePointer Output 21(fvec4)
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23(@entryPointOutput): 22(ptr) Variable Output
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24: 21(fvec4) ConstantComposite 13 13 13 13
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4(main): 2 Function None 3
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5: Label
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8(f1a): 7(ptr) Variable Function
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9(f1b): 7(ptr) Variable Function
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16(f3): 15(ptr) Variable Function
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10: 6(float) Load 9(f1b)
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Store 8(f1a) 10
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11: 6(float) Load 8(f1a)
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Store 9(f1b) 11
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17: 12(fvec3) Load 16(f3)
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18: 12(fvec3) ExtInst 1(GLSL.std.450) 48(Step) 14 17
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19: 6(float) Load 9(f1b)
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20: 6(float) ExtInst 1(GLSL.std.450) 13(Sin) 19
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Store 23(@entryPointOutput) 24
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Return
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FunctionEnd
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16
Test/hlsl.promote.vec1.frag
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16
Test/hlsl.promote.vec1.frag
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float4 main() : SV_Target
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{
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float f1a;
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float1 f1b;
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f1a = f1b; // convert float1 to float
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f1b = f1a; // convert float to float1
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float3 f3;
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step(0.0, f3);
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sin(f1b); // test 1-vectors in intrinsics
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return float4(0,0,0,0);
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}
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