diff --git a/Test/baseResults/hlsl.basic.geom.out b/Test/baseResults/hlsl.basic.geom.out index 2c20b439..67477fba 100644 --- a/Test/baseResults/hlsl.basic.geom.out +++ b/Test/baseResults/hlsl.basic.geom.out @@ -9,7 +9,7 @@ output primitive = line_strip 0:16 Function Parameters: 0:16 'VertexID' (layout(location=0 ) in 3-element array of uint) 0:16 'test' (layout(location=3 ) in 3-element array of uint) -0:16 'OutputStream' (out structure{temp float myfloat, temp int something}) +0:16 'OutputStream' (layout(location=0 ) out structure{temp float myfloat, temp int something}) 0:? Sequence 0:19 move second child to first child (temp float) 0:19 myfloat: direct index for structure (temp float) @@ -43,20 +43,19 @@ output primitive = line_strip 0:20 0 (const int) 0:22 Sequence 0:22 move second child to first child (temp structure{temp float myfloat, temp int something}) -0:22 'OutputStream' (out structure{temp float myfloat, temp int something}) +0:22 'OutputStream' (layout(location=0 ) out structure{temp float myfloat, temp int something}) 0:22 'Vert' (temp structure{temp float myfloat, temp int something}) 0:22 EmitVertex (temp void) 0:23 Sequence 0:23 move second child to first child (temp structure{temp float myfloat, temp int something}) -0:23 'OutputStream' (out structure{temp float myfloat, temp int something}) +0:23 'OutputStream' (layout(location=0 ) out structure{temp float myfloat, temp int something}) 0:23 'Vert' (temp structure{temp float myfloat, temp int something}) 0:23 EmitVertex (temp void) 0:24 EndPrimitive (temp void) 0:? Linker Objects 0:? 'VertexID' (layout(location=0 ) in 3-element array of uint) 0:? 'test' (layout(location=3 ) in 3-element array of uint) -0:? 'myfloat' (layout(location=0 ) out float) -0:? 'something' (layout(location=1 ) out int) +0:? 'OutputStream' (layout(location=0 ) out structure{temp float myfloat, temp int something}) Linked geometry stage: @@ -72,7 +71,7 @@ output primitive = line_strip 0:16 Function Parameters: 0:16 'VertexID' (layout(location=0 ) in 3-element array of uint) 0:16 'test' (layout(location=3 ) in 3-element array of uint) -0:16 'OutputStream' (out structure{temp float myfloat, temp int something}) +0:16 'OutputStream' (layout(location=0 ) out structure{temp float myfloat, temp int something}) 0:? Sequence 0:19 move second child to first child (temp float) 0:19 myfloat: direct index for structure (temp float) @@ -106,29 +105,28 @@ output primitive = line_strip 0:20 0 (const int) 0:22 Sequence 0:22 move second child to first child (temp structure{temp float myfloat, temp int something}) -0:22 'OutputStream' (out structure{temp float myfloat, temp int something}) +0:22 'OutputStream' (layout(location=0 ) out structure{temp float myfloat, temp int something}) 0:22 'Vert' (temp structure{temp float myfloat, temp int something}) 0:22 EmitVertex (temp void) 0:23 Sequence 0:23 move second child to first child (temp structure{temp float myfloat, temp int something}) -0:23 'OutputStream' (out structure{temp float myfloat, temp int something}) +0:23 'OutputStream' (layout(location=0 ) out structure{temp float myfloat, temp int something}) 0:23 'Vert' (temp structure{temp float myfloat, temp int something}) 0:23 EmitVertex (temp void) 0:24 EndPrimitive (temp void) 0:? Linker Objects 0:? 'VertexID' (layout(location=0 ) in 3-element array of uint) 0:? 'test' (layout(location=3 ) in 3-element array of uint) -0:? 'myfloat' (layout(location=0 ) out float) -0:? 'something' (layout(location=1 ) out int) +0:? 'OutputStream' (layout(location=0 ) out structure{temp float myfloat, temp int something}) // Module Version 10000 // Generated by (magic number): 80001 -// Id's are bound by 45 +// Id's are bound by 41 Capability Geometry 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 - EntryPoint Geometry 4 "main" 16 31 38 42 44 + EntryPoint Geometry 4 "main" 16 31 38 ExecutionMode 4 Triangles ExecutionMode 4 Invocations 1 ExecutionMode 4 OutputLineStrip @@ -141,12 +139,9 @@ output primitive = line_strip Name 16 "test" Name 31 "VertexID" Name 38 "OutputStream" - Name 42 "myfloat" - Name 44 "something" Decorate 16(test) Location 3 Decorate 31(VertexID) Location 0 - Decorate 42(myfloat) Location 0 - Decorate 44(something) Location 1 + Decorate 38(OutputStream) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 @@ -167,10 +162,6 @@ output primitive = line_strip 35: TypePointer Function 7(int) 37: TypePointer Output 8(PSInput) 38(OutputStream): 37(ptr) Variable Output - 41: TypePointer Output 6(float) - 42(myfloat): 41(ptr) Variable Output - 43: TypePointer Output 7(int) - 44(something): 43(ptr) Variable Output 4(main): 2 Function None 3 5: Label 10(Vert): 9(ptr) Variable Function diff --git a/Test/baseResults/hlsl.entry-in.frag.out b/Test/baseResults/hlsl.entry-in.frag.out index 04e3935d..686b355c 100755 --- a/Test/baseResults/hlsl.entry-in.frag.out +++ b/Test/baseResults/hlsl.entry-in.frag.out @@ -4,84 +4,48 @@ gl_FragCoord origin is upper left 0:? Sequence 0:8 Function Definition: fun(struct-InParam-vf2-vf4-vi21; (temp float) 0:8 Function Parameters: -0:8 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) +0:8 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) 0:? Sequence 0:9 Branch: Return with expression 0:9 add (temp float) 0:9 direct index (temp float) 0:9 v: direct index for structure (temp 2-component vector of float) -0:9 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) +0:9 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) 0:9 Constant: 0:9 0 (const int) 0:9 Constant: 0:9 1 (const int) 0:9 direct index (temp float) 0:9 fragCoord: direct index for structure (temp 4-component vector of float FragCoord) -0:9 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) +0:9 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) 0:9 Constant: 0:9 1 (const int) 0:9 Constant: 0:9 0 (const int) 0:13 Function Definition: PixelShaderFunction(struct-InParam-vf2-vf4-vi21; (temp 4-component vector of float) 0:13 Function Parameters: -0:13 'i' (in structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) +0:13 'i' (layout(location=0 ) in structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) 0:? Sequence -0:15 Sequence -0:15 move second child to first child (temp 2-component vector of float) -0:15 v: direct index for structure (temp 2-component vector of float) -0:15 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) -0:15 Constant: -0:15 0 (const int) -0:? 'v' (layout(location=0 ) in 2-component vector of float) -0:15 move second child to first child (temp 4-component vector of float) -0:15 fragCoord: direct index for structure (temp 4-component vector of float) -0:15 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) -0:15 Constant: -0:15 1 (const int) -0:? 'fragCoord' (in 4-component vector of float FragCoord) -0:15 move second child to first child (temp 2-component vector of int) -0:15 i2: direct index for structure (temp 2-component vector of int) -0:15 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) -0:15 Constant: -0:15 2 (const int) -0:? 'i2' (layout(location=1 ) in 2-component vector of int) +0:15 move second child to first child (temp structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) +0:15 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) +0:15 'i' (layout(location=0 ) in structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) 0:16 Sequence 0:16 move second child to first child (temp float) 0:16 'ret1' (temp float) 0:16 Function Call: fun(struct-InParam-vf2-vf4-vi21; (temp float) -0:16 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) +0:16 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) 0:17 Sequence 0:17 move second child to first child (temp float) 0:17 'ret2' (temp float) 0:17 Function Call: fun(struct-InParam-vf2-vf4-vi21; (temp float) -0:17 Comma (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) -0:17 Sequence -0:17 move second child to first child (temp 2-component vector of float) -0:17 v: direct index for structure (temp 2-component vector of float) -0:17 'aggShadow' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) -0:17 Constant: -0:17 0 (const int) -0:? 'v' (layout(location=0 ) in 2-component vector of float) -0:17 move second child to first child (temp 4-component vector of float) -0:17 fragCoord: direct index for structure (temp 4-component vector of float) -0:17 'aggShadow' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) -0:17 Constant: -0:17 1 (const int) -0:? 'fragCoord' (in 4-component vector of float FragCoord) -0:17 move second child to first child (temp 2-component vector of int) -0:17 i2: direct index for structure (temp 2-component vector of int) -0:17 'aggShadow' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) -0:17 Constant: -0:17 2 (const int) -0:? 'i2' (layout(location=1 ) in 2-component vector of int) -0:17 'aggShadow' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) +0:17 'i' (layout(location=0 ) in structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) 0:19 Sequence 0:19 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) 0:19 vector-scale (temp 4-component vector of float) 0:19 vector-scale (temp 4-component vector of float) -0:19 fragCoord: direct index for structure (temp 4-component vector of float) -0:19 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) +0:19 fragCoord: direct index for structure (temp 4-component vector of float FragCoord) +0:19 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) 0:19 Constant: 0:19 1 (const int) 0:19 'ret1' (temp float) @@ -89,9 +53,7 @@ gl_FragCoord origin is upper left 0:19 Branch: Return 0:? Linker Objects 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'v' (layout(location=0 ) in 2-component vector of float) -0:? 'fragCoord' (in 4-component vector of float FragCoord) -0:? 'i2' (layout(location=1 ) in 2-component vector of int) +0:? 'i' (layout(location=0 ) in structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) Linked fragment stage: @@ -102,84 +64,48 @@ gl_FragCoord origin is upper left 0:? Sequence 0:8 Function Definition: fun(struct-InParam-vf2-vf4-vi21; (temp float) 0:8 Function Parameters: -0:8 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) +0:8 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) 0:? Sequence 0:9 Branch: Return with expression 0:9 add (temp float) 0:9 direct index (temp float) 0:9 v: direct index for structure (temp 2-component vector of float) -0:9 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) +0:9 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) 0:9 Constant: 0:9 0 (const int) 0:9 Constant: 0:9 1 (const int) 0:9 direct index (temp float) 0:9 fragCoord: direct index for structure (temp 4-component vector of float FragCoord) -0:9 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) +0:9 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) 0:9 Constant: 0:9 1 (const int) 0:9 Constant: 0:9 0 (const int) 0:13 Function Definition: PixelShaderFunction(struct-InParam-vf2-vf4-vi21; (temp 4-component vector of float) 0:13 Function Parameters: -0:13 'i' (in structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) +0:13 'i' (layout(location=0 ) in structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) 0:? Sequence -0:15 Sequence -0:15 move second child to first child (temp 2-component vector of float) -0:15 v: direct index for structure (temp 2-component vector of float) -0:15 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) -0:15 Constant: -0:15 0 (const int) -0:? 'v' (layout(location=0 ) in 2-component vector of float) -0:15 move second child to first child (temp 4-component vector of float) -0:15 fragCoord: direct index for structure (temp 4-component vector of float) -0:15 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) -0:15 Constant: -0:15 1 (const int) -0:? 'fragCoord' (in 4-component vector of float FragCoord) -0:15 move second child to first child (temp 2-component vector of int) -0:15 i2: direct index for structure (temp 2-component vector of int) -0:15 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) -0:15 Constant: -0:15 2 (const int) -0:? 'i2' (layout(location=1 ) in 2-component vector of int) +0:15 move second child to first child (temp structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) +0:15 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) +0:15 'i' (layout(location=0 ) in structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) 0:16 Sequence 0:16 move second child to first child (temp float) 0:16 'ret1' (temp float) 0:16 Function Call: fun(struct-InParam-vf2-vf4-vi21; (temp float) -0:16 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) +0:16 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) 0:17 Sequence 0:17 move second child to first child (temp float) 0:17 'ret2' (temp float) 0:17 Function Call: fun(struct-InParam-vf2-vf4-vi21; (temp float) -0:17 Comma (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) -0:17 Sequence -0:17 move second child to first child (temp 2-component vector of float) -0:17 v: direct index for structure (temp 2-component vector of float) -0:17 'aggShadow' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) -0:17 Constant: -0:17 0 (const int) -0:? 'v' (layout(location=0 ) in 2-component vector of float) -0:17 move second child to first child (temp 4-component vector of float) -0:17 fragCoord: direct index for structure (temp 4-component vector of float) -0:17 'aggShadow' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) -0:17 Constant: -0:17 1 (const int) -0:? 'fragCoord' (in 4-component vector of float FragCoord) -0:17 move second child to first child (temp 2-component vector of int) -0:17 i2: direct index for structure (temp 2-component vector of int) -0:17 'aggShadow' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) -0:17 Constant: -0:17 2 (const int) -0:? 'i2' (layout(location=1 ) in 2-component vector of int) -0:17 'aggShadow' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) +0:17 'i' (layout(location=0 ) in structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) 0:19 Sequence 0:19 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) 0:19 vector-scale (temp 4-component vector of float) 0:19 vector-scale (temp 4-component vector of float) -0:19 fragCoord: direct index for structure (temp 4-component vector of float) -0:19 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) +0:19 fragCoord: direct index for structure (temp 4-component vector of float FragCoord) +0:19 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) 0:19 Constant: 0:19 1 (const int) 0:19 'ret1' (temp float) @@ -187,18 +113,16 @@ gl_FragCoord origin is upper left 0:19 Branch: Return 0:? Linker Objects 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'v' (layout(location=0 ) in 2-component vector of float) -0:? 'fragCoord' (in 4-component vector of float FragCoord) -0:? 'i2' (layout(location=1 ) in 2-component vector of int) +0:? 'i' (layout(location=0 ) in structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) // Module Version 10000 // Generated by (magic number): 80001 -// Id's are bound by 71 +// Id's are bound by 52 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 - EntryPoint Fragment 4 "PixelShaderFunction" 32 37 43 63 + EntryPoint Fragment 4 "PixelShaderFunction" 32 43 ExecutionMode 4 OriginUpperLeft Name 4 "PixelShaderFunction" Name 11 "InParam" @@ -208,19 +132,15 @@ gl_FragCoord origin is upper left Name 15 "fun(struct-InParam-vf2-vf4-vi21;" Name 14 "p" Name 30 "local" - Name 32 "v" - Name 37 "fragCoord" - Name 43 "i2" - Name 47 "ret1" - Name 48 "param" - Name 51 "ret2" - Name 52 "aggShadow" - Name 59 "param" - Name 63 "@entryPointOutput" - Decorate 32(v) Location 0 - Decorate 37(fragCoord) BuiltIn FragCoord - Decorate 43(i2) Location 1 - Decorate 63(@entryPointOutput) Location 0 + Name 32 "i" + Name 34 "ret1" + Name 35 "param" + Name 38 "ret2" + Name 39 "param" + Name 43 "@entryPointOutput" + MemberDecorate 11(InParam) 1 BuiltIn FragCoord + Decorate 32(i) Location 0 + Decorate 43(@entryPointOutput) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 @@ -237,59 +157,35 @@ gl_FragCoord origin is upper left 20: TypePointer Function 6(float) 23: 9(int) Constant 1 24: 18(int) Constant 0 - 31: TypePointer Input 7(fvec2) - 32(v): 31(ptr) Variable Input - 34: TypePointer Function 7(fvec2) - 36: TypePointer Input 8(fvec4) - 37(fragCoord): 36(ptr) Variable Input - 39: TypePointer Function 8(fvec4) - 41: 9(int) Constant 2 - 42: TypePointer Input 10(ivec2) - 43(i2): 42(ptr) Variable Input - 45: TypePointer Function 10(ivec2) - 62: TypePointer Output 8(fvec4) -63(@entryPointOutput): 62(ptr) Variable Output + 31: TypePointer Input 11(InParam) + 32(i): 31(ptr) Variable Input + 42: TypePointer Output 8(fvec4) +43(@entryPointOutput): 42(ptr) Variable Output + 44: TypePointer Function 8(fvec4) 4(PixelShaderFunction): 2 Function None 3 5: Label 30(local): 12(ptr) Variable Function - 47(ret1): 20(ptr) Variable Function - 48(param): 12(ptr) Variable Function - 51(ret2): 20(ptr) Variable Function - 52(aggShadow): 12(ptr) Variable Function - 59(param): 12(ptr) Variable Function - 33: 7(fvec2) Load 32(v) - 35: 34(ptr) AccessChain 30(local) 17 - Store 35 33 - 38: 8(fvec4) Load 37(fragCoord) - 40: 39(ptr) AccessChain 30(local) 23 - Store 40 38 - 44: 10(ivec2) Load 43(i2) - 46: 45(ptr) AccessChain 30(local) 41 - Store 46 44 - 49: 11(InParam) Load 30(local) - Store 48(param) 49 - 50: 6(float) FunctionCall 15(fun(struct-InParam-vf2-vf4-vi21;) 48(param) - Store 47(ret1) 50 - 53: 7(fvec2) Load 32(v) - 54: 34(ptr) AccessChain 52(aggShadow) 17 - Store 54 53 - 55: 8(fvec4) Load 37(fragCoord) - 56: 39(ptr) AccessChain 52(aggShadow) 23 - Store 56 55 - 57: 10(ivec2) Load 43(i2) - 58: 45(ptr) AccessChain 52(aggShadow) 41 - Store 58 57 - 60: 11(InParam) Load 52(aggShadow) - Store 59(param) 60 - 61: 6(float) FunctionCall 15(fun(struct-InParam-vf2-vf4-vi21;) 59(param) - Store 51(ret2) 61 - 64: 39(ptr) AccessChain 30(local) 23 - 65: 8(fvec4) Load 64 - 66: 6(float) Load 47(ret1) - 67: 8(fvec4) VectorTimesScalar 65 66 - 68: 6(float) Load 51(ret2) - 69: 8(fvec4) VectorTimesScalar 67 68 - Store 63(@entryPointOutput) 69 + 34(ret1): 20(ptr) Variable Function + 35(param): 12(ptr) Variable Function + 38(ret2): 20(ptr) Variable Function + 39(param): 12(ptr) Variable Function + 33: 11(InParam) Load 32(i) + Store 30(local) 33 + 36: 11(InParam) Load 30(local) + Store 35(param) 36 + 37: 6(float) FunctionCall 15(fun(struct-InParam-vf2-vf4-vi21;) 35(param) + Store 34(ret1) 37 + 40: 11(InParam) Load 32(i) + Store 39(param) 40 + 41: 6(float) FunctionCall 15(fun(struct-InParam-vf2-vf4-vi21;) 39(param) + Store 38(ret2) 41 + 45: 44(ptr) AccessChain 30(local) 23 + 46: 8(fvec4) Load 45 + 47: 6(float) Load 34(ret1) + 48: 8(fvec4) VectorTimesScalar 46 47 + 49: 6(float) Load 38(ret2) + 50: 8(fvec4) VectorTimesScalar 48 49 + Store 43(@entryPointOutput) 50 Return FunctionEnd 15(fun(struct-InParam-vf2-vf4-vi21;): 6(float) Function None 13 diff --git a/Test/baseResults/hlsl.gather.basic.dx10.vert.out b/Test/baseResults/hlsl.gather.basic.dx10.vert.out index a8936753..3226769d 100644 --- a/Test/baseResults/hlsl.gather.basic.dx10.vert.out +++ b/Test/baseResults/hlsl.gather.basic.dx10.vert.out @@ -1,7 +1,7 @@ hlsl.gather.basic.dx10.vert Shader version: 450 0:? Sequence -0:28 Function Definition: main( (temp structure{temp 4-component vector of float Pos}) +0:28 Function Definition: main( (temp structure{temp 4-component vector of float Position Pos}) 0:28 Function Parameters: 0:? Sequence 0:33 Sequence @@ -87,7 +87,6 @@ Shader version: 450 0:45 0 (const int) 0:45 Branch: Return 0:? Linker Objects -0:? 'Pos' (out 4-component vector of float Position) 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) 0:? 'g_sSamp2d' (uniform sampler) 0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D) @@ -103,6 +102,7 @@ Shader version: 450 0:? 'g_tTexcdf4' (uniform textureCube) 0:? 'g_tTexcdi4' (uniform itextureCube) 0:? 'g_tTexcdu4' (uniform utextureCube) +0:? 'Pos' (out 4-component vector of float Position) Linked vertex stage: @@ -110,7 +110,7 @@ Linked vertex stage: Shader version: 450 0:? Sequence -0:28 Function Definition: main( (temp structure{temp 4-component vector of float Pos}) +0:28 Function Definition: main( (temp structure{temp 4-component vector of float Position Pos}) 0:28 Function Parameters: 0:? Sequence 0:33 Sequence @@ -196,7 +196,6 @@ Shader version: 450 0:45 0 (const int) 0:45 Branch: Return 0:? Linker Objects -0:? 'Pos' (out 4-component vector of float Position) 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) 0:? 'g_sSamp2d' (uniform sampler) 0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D) @@ -212,6 +211,7 @@ Shader version: 450 0:? 'g_tTexcdf4' (uniform textureCube) 0:? 'g_tTexcdi4' (uniform itextureCube) 0:? 'g_tTexcdu4' (uniform utextureCube) +0:? 'Pos' (out 4-component vector of float Position) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.getdimensions.dx10.vert.out b/Test/baseResults/hlsl.getdimensions.dx10.vert.out index c1c90f4b..77316b12 100644 --- a/Test/baseResults/hlsl.getdimensions.dx10.vert.out +++ b/Test/baseResults/hlsl.getdimensions.dx10.vert.out @@ -1,7 +1,7 @@ hlsl.getdimensions.dx10.vert Shader version: 450 0:? Sequence -0:11 Function Definition: main( (temp structure{temp 4-component vector of float Pos}) +0:11 Function Definition: main( (temp structure{temp 4-component vector of float Position Pos}) 0:11 Function Parameters: 0:? Sequence 0:21 Sequence @@ -46,9 +46,9 @@ Shader version: 450 0:26 0 (const int) 0:26 Branch: Return 0:? Linker Objects -0:? 'Pos' (out 4-component vector of float Position) 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) 0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) +0:? 'Pos' (out 4-component vector of float Position) Linked vertex stage: @@ -56,7 +56,7 @@ Linked vertex stage: Shader version: 450 0:? Sequence -0:11 Function Definition: main( (temp structure{temp 4-component vector of float Pos}) +0:11 Function Definition: main( (temp structure{temp 4-component vector of float Position Pos}) 0:11 Function Parameters: 0:? Sequence 0:21 Sequence @@ -101,9 +101,9 @@ Shader version: 450 0:26 0 (const int) 0:26 Branch: Return 0:? Linker Objects -0:? 'Pos' (out 4-component vector of float Position) 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) 0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) +0:? 'Pos' (out 4-component vector of float Position) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.load.basic.dx10.vert.out b/Test/baseResults/hlsl.load.basic.dx10.vert.out index a86f0aea..7441d49e 100644 --- a/Test/baseResults/hlsl.load.basic.dx10.vert.out +++ b/Test/baseResults/hlsl.load.basic.dx10.vert.out @@ -1,7 +1,7 @@ hlsl.load.basic.dx10.vert Shader version: 450 0:? Sequence -0:47 Function Definition: main( (temp structure{temp 4-component vector of float Pos}) +0:47 Function Definition: main( (temp structure{temp 4-component vector of float Position Pos}) 0:47 Function Parameters: 0:? Sequence 0:51 textureFetch (temp 4-component vector of float) @@ -195,7 +195,6 @@ Shader version: 450 0:69 0 (const int) 0:69 Branch: Return 0:? Linker Objects -0:? 'Pos' (out 4-component vector of float Position) 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) 0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) 0:? 'g_tTex1di4' (uniform itexture1D) @@ -219,6 +218,7 @@ Shader version: 450 0:? 'g_tTexcdi4a' (uniform itextureCubeArray) 0:? 'g_tTexcdu4a' (uniform utextureCubeArray) 0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:? 'Pos' (out 4-component vector of float Position) Linked vertex stage: @@ -226,7 +226,7 @@ Linked vertex stage: Shader version: 450 0:? Sequence -0:47 Function Definition: main( (temp structure{temp 4-component vector of float Pos}) +0:47 Function Definition: main( (temp structure{temp 4-component vector of float Position Pos}) 0:47 Function Parameters: 0:? Sequence 0:51 textureFetch (temp 4-component vector of float) @@ -420,7 +420,6 @@ Shader version: 450 0:69 0 (const int) 0:69 Branch: Return 0:? Linker Objects -0:? 'Pos' (out 4-component vector of float Position) 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) 0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) 0:? 'g_tTex1di4' (uniform itexture1D) @@ -444,6 +443,7 @@ Shader version: 450 0:? 'g_tTexcdi4a' (uniform itextureCubeArray) 0:? 'g_tTexcdu4a' (uniform utextureCubeArray) 0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:? 'Pos' (out 4-component vector of float Position) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.samplegrad.basic.dx10.vert.out b/Test/baseResults/hlsl.samplegrad.basic.dx10.vert.out index f6d37c3b..d7ea3862 100644 --- a/Test/baseResults/hlsl.samplegrad.basic.dx10.vert.out +++ b/Test/baseResults/hlsl.samplegrad.basic.dx10.vert.out @@ -1,7 +1,7 @@ hlsl.samplegrad.basic.dx10.vert Shader version: 450 0:? Sequence -0:27 Function Definition: main( (temp structure{temp 4-component vector of float Pos}) +0:27 Function Definition: main( (temp structure{temp 4-component vector of float Position Pos}) 0:27 Function Parameters: 0:? Sequence 0:30 Sequence @@ -225,7 +225,6 @@ Shader version: 450 0:48 0 (const int) 0:48 Branch: Return 0:? Linker Objects -0:? 'Pos' (out 4-component vector of float Position) 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) 0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D) 0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) @@ -240,6 +239,7 @@ Shader version: 450 0:? 'g_tTexcdf4' (uniform textureCube) 0:? 'g_tTexcdi4' (uniform itextureCube) 0:? 'g_tTexcdu4' (uniform utextureCube) +0:? 'Pos' (out 4-component vector of float Position) Linked vertex stage: @@ -247,7 +247,7 @@ Linked vertex stage: Shader version: 450 0:? Sequence -0:27 Function Definition: main( (temp structure{temp 4-component vector of float Pos}) +0:27 Function Definition: main( (temp structure{temp 4-component vector of float Position Pos}) 0:27 Function Parameters: 0:? Sequence 0:30 Sequence @@ -471,7 +471,6 @@ Shader version: 450 0:48 0 (const int) 0:48 Branch: Return 0:? Linker Objects -0:? 'Pos' (out 4-component vector of float Position) 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) 0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D) 0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) @@ -486,6 +485,7 @@ Shader version: 450 0:? 'g_tTexcdf4' (uniform textureCube) 0:? 'g_tTexcdi4' (uniform itextureCube) 0:? 'g_tTexcdu4' (uniform utextureCube) +0:? 'Pos' (out 4-component vector of float Position) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.samplelevel.basic.dx10.vert.out b/Test/baseResults/hlsl.samplelevel.basic.dx10.vert.out index 04d0870e..35a9ede2 100644 --- a/Test/baseResults/hlsl.samplelevel.basic.dx10.vert.out +++ b/Test/baseResults/hlsl.samplelevel.basic.dx10.vert.out @@ -1,7 +1,7 @@ hlsl.samplelevel.basic.dx10.vert Shader version: 450 0:? Sequence -0:27 Function Definition: main( (temp structure{temp 4-component vector of float Pos}) +0:27 Function Definition: main( (temp structure{temp 4-component vector of float Position Pos}) 0:27 Function Parameters: 0:? Sequence 0:30 Sequence @@ -171,7 +171,6 @@ Shader version: 450 0:48 0 (const int) 0:48 Branch: Return 0:? Linker Objects -0:? 'Pos' (out 4-component vector of float Position) 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) 0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D) 0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) @@ -186,6 +185,7 @@ Shader version: 450 0:? 'g_tTexcdf4' (uniform textureCube) 0:? 'g_tTexcdi4' (uniform itextureCube) 0:? 'g_tTexcdu4' (uniform utextureCube) +0:? 'Pos' (out 4-component vector of float Position) Linked vertex stage: @@ -193,7 +193,7 @@ Linked vertex stage: Shader version: 450 0:? Sequence -0:27 Function Definition: main( (temp structure{temp 4-component vector of float Pos}) +0:27 Function Definition: main( (temp structure{temp 4-component vector of float Position Pos}) 0:27 Function Parameters: 0:? Sequence 0:30 Sequence @@ -363,7 +363,6 @@ Shader version: 450 0:48 0 (const int) 0:48 Branch: Return 0:? Linker Objects -0:? 'Pos' (out 4-component vector of float Position) 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) 0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D) 0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) @@ -378,6 +377,7 @@ Shader version: 450 0:? 'g_tTexcdf4' (uniform textureCube) 0:? 'g_tTexcdi4' (uniform itextureCube) 0:? 'g_tTexcdu4' (uniform utextureCube) +0:? 'Pos' (out 4-component vector of float Position) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.struct.frag.out b/Test/baseResults/hlsl.struct.frag.out index c14018ea..e2b2f728 100755 --- a/Test/baseResults/hlsl.struct.frag.out +++ b/Test/baseResults/hlsl.struct.frag.out @@ -9,7 +9,7 @@ gl_FragCoord origin is upper left 0:34 Function Definition: PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (temp 4-component vector of float) 0:34 Function Parameters: 0:34 'input' (layout(location=0 ) in 4-component vector of float) -0:34 's' (in structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:34 's' (layout(location=1 ) in structure{smooth temp 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, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4}) 0:? Sequence 0:39 Compare Equal (temp bool) 0:39 's3' (temp structure{temp 3-component vector of bool b3}) @@ -19,7 +19,10 @@ gl_FragCoord origin is upper left 0:40 's2' (global structure{temp 4-component vector of float i}) 0:40 Constant: 0:40 0 (const int) -0:? 'ff4' (layout(location=7 binding=0 offset=4 ) in 4-component vector of float) +0:40 ff4: direct index for structure (layout(binding=0 offset=4 ) temp 4-component vector of float) +0:40 's' (layout(location=1 ) in structure{smooth temp 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, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4}) +0:40 Constant: +0:40 7 (const int) 0:42 Sequence 0:42 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) @@ -28,14 +31,7 @@ gl_FragCoord origin is upper left 0:? Linker Objects 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) 0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:? 'a' (layout(location=1 ) smooth in 4-component vector of float) -0:? 'b' (layout(location=2 ) flat in bool) -0:? 'c' (layout(location=3 ) centroid noperspective in 1-component vector of float) -0:? 'd' (layout(location=4 ) centroid sample in 2-component vector of float) -0:? 'ff1' (in bool Face) -0:? 'ff2' (layout(location=5 offset=4 ) in bool) -0:? 'ff3' (layout(location=6 binding=0 offset=4 ) in bool) -0:? 'ff4' (layout(location=7 binding=0 offset=4 ) in 4-component vector of float) +0:? 's' (layout(location=1 ) in structure{smooth temp 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, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4}) 0:? 's2' (global structure{temp 4-component vector of float i}) 0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout(binding=5 offset=1620 ) uniform float ff5, layout(binding=8 offset=1636 ) uniform float ff6}) @@ -49,7 +45,7 @@ gl_FragCoord origin is upper left 0:34 Function Definition: PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (temp 4-component vector of float) 0:34 Function Parameters: 0:34 'input' (layout(location=0 ) in 4-component vector of float) -0:34 's' (in structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:34 's' (layout(location=1 ) in structure{smooth temp 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, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4}) 0:? Sequence 0:39 Compare Equal (temp bool) 0:39 's3' (temp structure{temp 3-component vector of bool b3}) @@ -59,7 +55,10 @@ gl_FragCoord origin is upper left 0:40 's2' (global structure{temp 4-component vector of float i}) 0:40 Constant: 0:40 0 (const int) -0:? 'ff4' (layout(location=7 binding=0 offset=4 ) in 4-component vector of float) +0:40 ff4: direct index for structure (layout(binding=0 offset=4 ) temp 4-component vector of float) +0:40 's' (layout(location=1 ) in structure{smooth temp 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, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4}) +0:40 Constant: +0:40 7 (const int) 0:42 Sequence 0:42 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) @@ -68,25 +67,18 @@ gl_FragCoord origin is upper left 0:? Linker Objects 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) 0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:? 'a' (layout(location=1 ) smooth in 4-component vector of float) -0:? 'b' (layout(location=2 ) flat in bool) -0:? 'c' (layout(location=3 ) centroid noperspective in 1-component vector of float) -0:? 'd' (layout(location=4 ) centroid sample in 2-component vector of float) -0:? 'ff1' (in bool Face) -0:? 'ff2' (layout(location=5 offset=4 ) in bool) -0:? 'ff3' (layout(location=6 binding=0 offset=4 ) in bool) -0:? 'ff4' (layout(location=7 binding=0 offset=4 ) in 4-component vector of float) +0:? 's' (layout(location=1 ) in structure{smooth temp 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, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4}) 0:? 's2' (global structure{temp 4-component vector of float i}) 0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout(binding=5 offset=1620 ) uniform float ff5, layout(binding=8 offset=1636 ) uniform float ff6}) // Module Version 10000 // Generated by (magic number): 80001 -// Id's are bound by 50 +// Id's are bound by 44 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 - EntryPoint Fragment 4 "PixelShaderFunction" 25 30 31 34 36 38 41 42 43 44 + EntryPoint Fragment 4 "PixelShaderFunction" 27 35 36 ExecutionMode 4 OriginUpperLeft Name 4 "PixelShaderFunction" Name 8 "FS" @@ -95,54 +87,41 @@ gl_FragCoord origin is upper left Name 19 "" MemberName 19 0 "i" Name 21 "s2" - Name 25 "ff4" - Name 30 "@entryPointOutput" - Name 31 "input" - Name 34 "a" - Name 36 "b" - Name 38 "c" - Name 41 "d" - Name 42 "ff1" - Name 43 "ff2" - Name 44 "ff3" - Name 46 "myS" - MemberName 46(myS) 0 "b" - MemberName 46(myS) 1 "c" - MemberName 46(myS) 2 "a" - MemberName 46(myS) 3 "d" - Name 47 "$Global" - MemberName 47($Global) 0 "s1" - MemberName 47($Global) 1 "ff5" - MemberName 47($Global) 2 "ff6" - Name 49 "" - Decorate 25(ff4) Offset 4 - Decorate 25(ff4) Location 7 - Decorate 25(ff4) Binding 0 - Decorate 30(@entryPointOutput) Location 0 - Decorate 31(input) Location 0 - Decorate 34(a) Location 1 - Decorate 36(b) Flat - Decorate 36(b) Location 2 - Decorate 38(c) NoPerspective - Decorate 38(c) Centroid - Decorate 38(c) Location 3 - Decorate 41(d) Centroid - Decorate 41(d) Location 4 - Decorate 42(ff1) BuiltIn FrontFacing - Decorate 43(ff2) Offset 4 - Decorate 43(ff2) Location 5 - Decorate 44(ff3) Offset 4 - Decorate 44(ff3) Location 6 - Decorate 44(ff3) Binding 0 - MemberDecorate 46(myS) 0 Offset 0 - MemberDecorate 46(myS) 1 Offset 4 - MemberDecorate 46(myS) 2 Offset 16 - MemberDecorate 46(myS) 3 Offset 32 - MemberDecorate 47($Global) 0 Offset 0 - MemberDecorate 47($Global) 1 Offset 1620 - MemberDecorate 47($Global) 2 Offset 1636 - Decorate 47($Global) Block - Decorate 49 DescriptorSet 0 + Name 25 "IN_S" + MemberName 25(IN_S) 0 "a" + MemberName 25(IN_S) 1 "b" + MemberName 25(IN_S) 2 "c" + MemberName 25(IN_S) 3 "d" + MemberName 25(IN_S) 4 "ff1" + MemberName 25(IN_S) 5 "ff2" + MemberName 25(IN_S) 6 "ff3" + MemberName 25(IN_S) 7 "ff4" + Name 27 "s" + Name 35 "@entryPointOutput" + Name 36 "input" + Name 40 "myS" + MemberName 40(myS) 0 "b" + MemberName 40(myS) 1 "c" + MemberName 40(myS) 2 "a" + MemberName 40(myS) 3 "d" + Name 41 "$Global" + MemberName 41($Global) 0 "s1" + MemberName 41($Global) 1 "ff5" + MemberName 41($Global) 2 "ff6" + Name 43 "" + MemberDecorate 25(IN_S) 4 BuiltIn FrontFacing + Decorate 27(s) Location 1 + Decorate 35(@entryPointOutput) Location 0 + Decorate 36(input) Location 0 + MemberDecorate 40(myS) 0 Offset 0 + MemberDecorate 40(myS) 1 Offset 4 + MemberDecorate 40(myS) 2 Offset 16 + MemberDecorate 40(myS) 3 Offset 32 + MemberDecorate 41($Global) 0 Offset 0 + MemberDecorate 41($Global) 1 Offset 1620 + MemberDecorate 41($Global) 2 Offset 1636 + Decorate 41($Global) Block + Decorate 43 DescriptorSet 0 2: TypeVoid 3: TypeFunction 2 6: TypeBool @@ -156,28 +135,21 @@ gl_FragCoord origin is upper left 21(s2): 20(ptr) Variable Private 22: TypeInt 32 1 23: 22(int) Constant 0 - 24: TypePointer Input 18(fvec4) - 25(ff4): 24(ptr) Variable Input - 27: TypePointer Private 18(fvec4) - 29: TypePointer Output 18(fvec4) -30(@entryPointOutput): 29(ptr) Variable Output - 31(input): 24(ptr) Variable Input - 34(a): 24(ptr) Variable Input - 35: TypePointer Input 6(bool) - 36(b): 35(ptr) Variable Input - 37: TypePointer Input 17(float) - 38(c): 37(ptr) Variable Input - 39: TypeVector 17(float) 2 - 40: TypePointer Input 39(fvec2) - 41(d): 40(ptr) Variable Input - 42(ff1): 35(ptr) Variable Input - 43(ff2): 35(ptr) Variable Input - 44(ff3): 35(ptr) Variable Input - 45: TypeInt 32 0 - 46(myS): TypeStruct 45(int) 45(int) 18(fvec4) 18(fvec4) - 47($Global): TypeStruct 46(myS) 17(float) 17(float) - 48: TypePointer Uniform 47($Global) - 49: 48(ptr) Variable Uniform + 24: TypeVector 17(float) 2 + 25(IN_S): TypeStruct 18(fvec4) 6(bool) 17(float) 24(fvec2) 6(bool) 6(bool) 6(bool) 18(fvec4) + 26: TypePointer Input 25(IN_S) + 27(s): 26(ptr) Variable Input + 28: 22(int) Constant 7 + 29: TypePointer Input 18(fvec4) + 32: TypePointer Private 18(fvec4) + 34: TypePointer Output 18(fvec4) +35(@entryPointOutput): 34(ptr) Variable Output + 36(input): 29(ptr) Variable Input + 39: TypeInt 32 0 + 40(myS): TypeStruct 39(int) 39(int) 18(fvec4) 18(fvec4) + 41($Global): TypeStruct 40(myS) 17(float) 17(float) + 42: TypePointer Uniform 41($Global) + 43: 42(ptr) Variable Uniform 4(PixelShaderFunction): 2 Function None 3 5: Label 10(s3): 9(ptr) Variable Function @@ -187,10 +159,11 @@ gl_FragCoord origin is upper left 14: 7(bvec3) CompositeExtract 12 0 15: 7(bvec3) LogicalEqual 13 14 16: 6(bool) All 15 - 26: 18(fvec4) Load 25(ff4) - 28: 27(ptr) AccessChain 21(s2) 23 - Store 28 26 - 32: 18(fvec4) Load 31(input) - Store 30(@entryPointOutput) 32 + 30: 29(ptr) AccessChain 27(s) 28 + 31: 18(fvec4) Load 30 + 33: 32(ptr) AccessChain 21(s2) 23 + Store 33 31 + 37: 18(fvec4) Load 36(input) + Store 35(@entryPointOutput) 37 Return FunctionEnd diff --git a/Test/baseResults/hlsl.struct.split-1.vert.out b/Test/baseResults/hlsl.struct.split-1.vert.out new file mode 100644 index 00000000..62431ac3 --- /dev/null +++ b/Test/baseResults/hlsl.struct.split-1.vert.out @@ -0,0 +1,209 @@ +hlsl.struct.split-1.vert +Shader version: 450 +0:? Sequence +0:17 Function Definition: main(struct-VS_INPUT-i1-vf4-i11;vf4; (temp structure{temp int x0_out, temp 4-component vector of float Position Pos_out, temp int x1_out}) +0:17 Function Parameters: +0:17 'vsin' (in structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:17 'Pos_loose' (in 4-component vector of float Position) +0:? Sequence +0:20 move second child to first child (temp int) +0:20 x0_out: direct index for structure (temp int) +0:20 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:20 Constant: +0:20 0 (const int) +0:? 'x0_in' (layout(location=0 ) in int) +0:21 move second child to first child (temp 4-component vector of float) +0:21 Pos_out: direct index for structure (temp 4-component vector of float) +0:21 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:21 Constant: +0:21 1 (const int) +0:21 add (temp 4-component vector of float) +0:? 'Pos_in' (in 4-component vector of float Position) +0:21 'Pos_loose' (in 4-component vector of float Position) +0:22 move second child to first child (temp int) +0:22 x1_out: direct index for structure (temp int) +0:22 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:22 Constant: +0:22 2 (const int) +0:? 'x1_in' (layout(location=1 ) in int) +0:24 Sequence +0:24 Sequence +0:24 move second child to first child (temp int) +0:24 x0_out: direct index for structure (temp int) +0:24 '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out}) +0:24 Constant: +0:24 0 (const int) +0:24 x0_out: direct index for structure (temp int) +0:24 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:24 Constant: +0:24 0 (const int) +0:24 move second child to first child (temp 4-component vector of float) +0:? 'Pos_out' (out 4-component vector of float Position) +0:24 Pos_out: direct index for structure (temp 4-component vector of float) +0:24 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:24 Constant: +0:24 1 (const int) +0:24 move second child to first child (temp int) +0:24 x1_out: direct index for structure (temp int) +0:24 '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out}) +0:24 Constant: +0:24 1 (const int) +0:24 x1_out: direct index for structure (temp int) +0:24 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:24 Constant: +0:24 2 (const int) +0:24 Branch: Return +0:? Linker Objects +0:? '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out}) +0:? 'x0_in' (layout(location=0 ) in int) +0:? 'Pos_in' (in 4-component vector of float Position) +0:? 'x1_in' (layout(location=1 ) in int) +0:? 'Pos_loose' (in 4-component vector of float Position) +0:? 'Pos_out' (out 4-component vector of float Position) + + +Linked vertex stage: + + +Shader version: 450 +0:? Sequence +0:17 Function Definition: main(struct-VS_INPUT-i1-vf4-i11;vf4; (temp structure{temp int x0_out, temp 4-component vector of float Position Pos_out, temp int x1_out}) +0:17 Function Parameters: +0:17 'vsin' (in structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:17 'Pos_loose' (in 4-component vector of float Position) +0:? Sequence +0:20 move second child to first child (temp int) +0:20 x0_out: direct index for structure (temp int) +0:20 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:20 Constant: +0:20 0 (const int) +0:? 'x0_in' (layout(location=0 ) in int) +0:21 move second child to first child (temp 4-component vector of float) +0:21 Pos_out: direct index for structure (temp 4-component vector of float) +0:21 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:21 Constant: +0:21 1 (const int) +0:21 add (temp 4-component vector of float) +0:? 'Pos_in' (in 4-component vector of float Position) +0:21 'Pos_loose' (in 4-component vector of float Position) +0:22 move second child to first child (temp int) +0:22 x1_out: direct index for structure (temp int) +0:22 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:22 Constant: +0:22 2 (const int) +0:? 'x1_in' (layout(location=1 ) in int) +0:24 Sequence +0:24 Sequence +0:24 move second child to first child (temp int) +0:24 x0_out: direct index for structure (temp int) +0:24 '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out}) +0:24 Constant: +0:24 0 (const int) +0:24 x0_out: direct index for structure (temp int) +0:24 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:24 Constant: +0:24 0 (const int) +0:24 move second child to first child (temp 4-component vector of float) +0:? 'Pos_out' (out 4-component vector of float Position) +0:24 Pos_out: direct index for structure (temp 4-component vector of float) +0:24 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:24 Constant: +0:24 1 (const int) +0:24 move second child to first child (temp int) +0:24 x1_out: direct index for structure (temp int) +0:24 '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out}) +0:24 Constant: +0:24 1 (const int) +0:24 x1_out: direct index for structure (temp int) +0:24 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:24 Constant: +0:24 2 (const int) +0:24 Branch: Return +0:? Linker Objects +0:? '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out}) +0:? 'x0_in' (layout(location=0 ) in int) +0:? 'Pos_in' (in 4-component vector of float Position) +0:? 'x1_in' (layout(location=1 ) in int) +0:? 'Pos_loose' (in 4-component vector of float Position) +0:? 'Pos_out' (out 4-component vector of float Position) + +// Module Version 10000 +// Generated by (magic number): 80001 +// Id's are bound by 46 + + Capability Shader + 1: ExtInstImport "GLSL.std.450" + MemoryModel Logical GLSL450 + EntryPoint Vertex 4 "main" 14 20 22 28 33 39 + Name 4 "main" + Name 9 "VS_OUTPUT" + MemberName 9(VS_OUTPUT) 0 "x0_out" + MemberName 9(VS_OUTPUT) 1 "Pos_out" + MemberName 9(VS_OUTPUT) 2 "x1_out" + Name 11 "vsout" + Name 14 "x0_in" + Name 20 "Pos_in" + Name 22 "Pos_loose" + Name 28 "x1_in" + Name 31 "VS_OUTPUT" + MemberName 31(VS_OUTPUT) 0 "x0_out" + MemberName 31(VS_OUTPUT) 1 "x1_out" + Name 33 "@entryPointOutput" + Name 39 "Pos_out" + Decorate 14(x0_in) Location 0 + Decorate 20(Pos_in) BuiltIn Position + Decorate 22(Pos_loose) BuiltIn Position + Decorate 28(x1_in) Location 1 + Decorate 33(@entryPointOutput) Location 0 + Decorate 39(Pos_out) BuiltIn Position + 2: TypeVoid + 3: TypeFunction 2 + 6: TypeInt 32 1 + 7: TypeFloat 32 + 8: TypeVector 7(float) 4 + 9(VS_OUTPUT): TypeStruct 6(int) 8(fvec4) 6(int) + 10: TypePointer Function 9(VS_OUTPUT) + 12: 6(int) Constant 0 + 13: TypePointer Input 6(int) + 14(x0_in): 13(ptr) Variable Input + 16: TypePointer Function 6(int) + 18: 6(int) Constant 1 + 19: TypePointer Input 8(fvec4) + 20(Pos_in): 19(ptr) Variable Input + 22(Pos_loose): 19(ptr) Variable Input + 25: TypePointer Function 8(fvec4) + 27: 6(int) Constant 2 + 28(x1_in): 13(ptr) Variable Input + 31(VS_OUTPUT): TypeStruct 6(int) 6(int) + 32: TypePointer Output 31(VS_OUTPUT) +33(@entryPointOutput): 32(ptr) Variable Output + 36: TypePointer Output 6(int) + 38: TypePointer Output 8(fvec4) + 39(Pos_out): 38(ptr) Variable Output + 4(main): 2 Function None 3 + 5: Label + 11(vsout): 10(ptr) Variable Function + 15: 6(int) Load 14(x0_in) + 17: 16(ptr) AccessChain 11(vsout) 12 + Store 17 15 + 21: 8(fvec4) Load 20(Pos_in) + 23: 8(fvec4) Load 22(Pos_loose) + 24: 8(fvec4) FAdd 21 23 + 26: 25(ptr) AccessChain 11(vsout) 18 + Store 26 24 + 29: 6(int) Load 28(x1_in) + 30: 16(ptr) AccessChain 11(vsout) 27 + Store 30 29 + 34: 16(ptr) AccessChain 11(vsout) 12 + 35: 6(int) Load 34 + 37: 36(ptr) AccessChain 33(@entryPointOutput) 12 + Store 37 35 + 40: 25(ptr) AccessChain 11(vsout) 18 + 41: 8(fvec4) Load 40 + Store 39(Pos_out) 41 + 42: 16(ptr) AccessChain 11(vsout) 27 + 43: 6(int) Load 42 + 44: 36(ptr) AccessChain 33(@entryPointOutput) 18 + Store 44 43 + Return + FunctionEnd diff --git a/Test/baseResults/hlsl.struct.split.array.geom.out b/Test/baseResults/hlsl.struct.split.array.geom.out new file mode 100644 index 00000000..e8921b68 --- /dev/null +++ b/Test/baseResults/hlsl.struct.split.array.geom.out @@ -0,0 +1,295 @@ +hlsl.struct.split.array.geom +Shader version: 450 +invocations = -1 +max_vertices = 4 +input primitive = points +output primitive = triangle_strip +0:? Sequence +0:13 Function Definition: main(u1[1];struct-PSInput-vf4-vf2-vf3-u11; (temp void) +0:13 Function Parameters: +0:13 'v' (layout(location=0 ) in 1-element array of uint) +0:13 'OutputStream' (out structure{temp 4-component vector of float Position Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) +0:? Sequence +0:16 Sequence +0:16 move second child to first child (temp structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) +0:16 'Out' (temp structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) +0:16 Constant: +0:16 0.000000 +0:16 0.000000 +0:16 0.000000 +0:16 0.000000 +0:16 0.000000 +0:16 0.000000 +0:16 0.000000 +0:16 0.000000 +0:16 0.000000 +0:16 0 (const uint) +0:18 Sequence +0:18 move second child to first child (temp int) +0:18 'x' (temp int) +0:18 Constant: +0:18 0 (const int) +0:18 Loop with condition tested first +0:18 Loop Condition +0:18 Compare Less Than (temp bool) +0:18 'x' (temp int) +0:18 Constant: +0:18 2 (const int) +0:18 Loop Body +0:19 Sequence +0:19 move second child to first child (temp int) +0:19 'y' (temp int) +0:19 Constant: +0:19 0 (const int) +0:19 Loop with condition tested first +0:19 Loop Condition +0:19 Compare Less Than (temp bool) +0:19 'y' (temp int) +0:19 Constant: +0:19 2 (const int) +0:19 Loop Body +0:20 move second child to first child (temp structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) +0:20 indirect index (temp structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) +0:20 indirect index (temp 3-element array of structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) +0:20 'Verts' (temp 2-element array of 3-element array of structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) +0:20 'x' (temp int) +0:20 'y' (temp int) +0:20 'Out' (temp structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) +0:19 Loop Terminal Expression +0:19 Pre-Increment (temp int) +0:19 'y' (temp int) +0:18 Loop Terminal Expression +0:18 Pre-Increment (temp int) +0:18 'x' (temp int) +0:? Linker Objects +0:? 'v' (layout(location=0 ) in 1-element array of uint) +0:? 'OutputStream' (layout(location=0 ) out structure{temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) +0:? 'OutputStream.Pos' (out 4-component vector of float Position) + + +Linked geometry stage: + + +Shader version: 450 +invocations = 1 +max_vertices = 4 +input primitive = points +output primitive = triangle_strip +0:? Sequence +0:13 Function Definition: main(u1[1];struct-PSInput-vf4-vf2-vf3-u11; (temp void) +0:13 Function Parameters: +0:13 'v' (layout(location=0 ) in 1-element array of uint) +0:13 'OutputStream' (out structure{temp 4-component vector of float Position Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) +0:? Sequence +0:16 Sequence +0:16 move second child to first child (temp structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) +0:16 'Out' (temp structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) +0:16 Constant: +0:16 0.000000 +0:16 0.000000 +0:16 0.000000 +0:16 0.000000 +0:16 0.000000 +0:16 0.000000 +0:16 0.000000 +0:16 0.000000 +0:16 0.000000 +0:16 0 (const uint) +0:18 Sequence +0:18 move second child to first child (temp int) +0:18 'x' (temp int) +0:18 Constant: +0:18 0 (const int) +0:18 Loop with condition tested first +0:18 Loop Condition +0:18 Compare Less Than (temp bool) +0:18 'x' (temp int) +0:18 Constant: +0:18 2 (const int) +0:18 Loop Body +0:19 Sequence +0:19 move second child to first child (temp int) +0:19 'y' (temp int) +0:19 Constant: +0:19 0 (const int) +0:19 Loop with condition tested first +0:19 Loop Condition +0:19 Compare Less Than (temp bool) +0:19 'y' (temp int) +0:19 Constant: +0:19 2 (const int) +0:19 Loop Body +0:20 move second child to first child (temp structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) +0:20 indirect index (temp structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) +0:20 indirect index (temp 3-element array of structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) +0:20 'Verts' (temp 2-element array of 3-element array of structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) +0:20 'x' (temp int) +0:20 'y' (temp int) +0:20 'Out' (temp structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) +0:19 Loop Terminal Expression +0:19 Pre-Increment (temp int) +0:19 'y' (temp int) +0:18 Loop Terminal Expression +0:18 Pre-Increment (temp int) +0:18 'x' (temp int) +0:? Linker Objects +0:? 'v' (layout(location=0 ) in 1-element array of uint) +0:? 'OutputStream' (layout(location=0 ) out structure{temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) +0:? 'OutputStream.Pos' (out 4-component vector of float Position) + +// Module Version 10000 +// Generated by (magic number): 80001 +// Id's are bound by 89 + + Capability Geometry + 1: ExtInstImport "GLSL.std.450" + MemoryModel Logical GLSL450 + EntryPoint Geometry 4 "main" 83 86 88 + ExecutionMode 4 InputPoints + ExecutionMode 4 Invocations 1 + ExecutionMode 4 OutputTriangleStrip + ExecutionMode 4 OutputVertices 4 + Name 4 "main" + Name 11 "PSInput" + MemberName 11(PSInput) 0 "Pos" + MemberName 11(PSInput) 1 "TexCoord" + MemberName 11(PSInput) 2 "TerrainPos" + MemberName 11(PSInput) 3 "VertexID" + Name 13 "Out" + Name 14 "PSInput" + MemberName 14(PSInput) 0 "Pos" + MemberName 14(PSInput) 1 "TexCoord" + MemberName 14(PSInput) 2 "TerrainPos" + MemberName 14(PSInput) 3 "VertexID" + Name 39 "x" + Name 48 "y" + Name 56 "PSInput" + MemberName 56(PSInput) 0 "Pos" + MemberName 56(PSInput) 1 "TexCoord" + MemberName 56(PSInput) 2 "TerrainPos" + MemberName 56(PSInput) 3 "VertexID" + Name 62 "Verts" + Name 83 "v" + Name 84 "PSInput" + MemberName 84(PSInput) 0 "TexCoord" + MemberName 84(PSInput) 1 "TerrainPos" + MemberName 84(PSInput) 2 "VertexID" + Name 86 "OutputStream" + Name 88 "OutputStream.Pos" + MemberDecorate 14(PSInput) 0 BuiltIn Position + Decorate 83(v) Location 0 + Decorate 86(OutputStream) Location 0 + Decorate 88(OutputStream.Pos) BuiltIn Position + 2: TypeVoid + 3: TypeFunction 2 + 6: TypeFloat 32 + 7: TypeVector 6(float) 4 + 8: TypeVector 6(float) 2 + 9: TypeVector 6(float) 3 + 10: TypeInt 32 0 + 11(PSInput): TypeStruct 7(fvec4) 8(fvec2) 9(fvec3) 10(int) + 12: TypePointer Function 11(PSInput) + 14(PSInput): TypeStruct 7(fvec4) 8(fvec2) 9(fvec3) 10(int) + 15: 6(float) Constant 0 + 16: 7(fvec4) ConstantComposite 15 15 15 15 + 17: 8(fvec2) ConstantComposite 15 15 + 18: 9(fvec3) ConstantComposite 15 15 15 + 19: 10(int) Constant 0 + 20: 14(PSInput) ConstantComposite 16 17 18 19 + 22: TypeInt 32 1 + 23: 22(int) Constant 0 + 24: TypePointer Function 7(fvec4) + 27: 22(int) Constant 1 + 28: TypePointer Function 8(fvec2) + 31: 22(int) Constant 2 + 32: TypePointer Function 9(fvec3) + 35: 22(int) Constant 3 + 36: TypePointer Function 10(int) + 38: TypePointer Function 22(int) + 46: TypeBool + 56(PSInput): TypeStruct 7(fvec4) 8(fvec2) 9(fvec3) 10(int) + 57: 10(int) Constant 3 + 58: TypeArray 56(PSInput) 57 + 59: 10(int) Constant 2 + 60: TypeArray 58 59 + 61: TypePointer Function 60 + 66: TypePointer Function 56(PSInput) + 80: 10(int) Constant 1 + 81: TypeArray 10(int) 80 + 82: TypePointer Input 81 + 83(v): 82(ptr) Variable Input + 84(PSInput): TypeStruct 8(fvec2) 9(fvec3) 10(int) + 85: TypePointer Output 84(PSInput) +86(OutputStream): 85(ptr) Variable Output + 87: TypePointer Output 7(fvec4) +88(OutputStream.Pos): 87(ptr) Variable Output + 4(main): 2 Function None 3 + 5: Label + 13(Out): 12(ptr) Variable Function + 39(x): 38(ptr) Variable Function + 48(y): 38(ptr) Variable Function + 62(Verts): 61(ptr) Variable Function + 21: 7(fvec4) CompositeExtract 20 0 + 25: 24(ptr) AccessChain 13(Out) 23 + Store 25 21 + 26: 8(fvec2) CompositeExtract 20 1 + 29: 28(ptr) AccessChain 13(Out) 27 + Store 29 26 + 30: 9(fvec3) CompositeExtract 20 2 + 33: 32(ptr) AccessChain 13(Out) 31 + Store 33 30 + 34: 10(int) CompositeExtract 20 3 + 37: 36(ptr) AccessChain 13(Out) 35 + Store 37 34 + Store 39(x) 23 + Branch 40 + 40: Label + LoopMerge 42 43 None + Branch 44 + 44: Label + 45: 22(int) Load 39(x) + 47: 46(bool) SLessThan 45 31 + BranchConditional 47 41 42 + 41: Label + Store 48(y) 23 + Branch 49 + 49: Label + LoopMerge 51 52 None + Branch 53 + 53: Label + 54: 22(int) Load 48(y) + 55: 46(bool) SLessThan 54 31 + BranchConditional 55 50 51 + 50: Label + 63: 22(int) Load 39(x) + 64: 22(int) Load 48(y) + 65: 11(PSInput) Load 13(Out) + 67: 66(ptr) AccessChain 62(Verts) 63 64 + 68: 7(fvec4) CompositeExtract 65 0 + 69: 24(ptr) AccessChain 67 23 + Store 69 68 + 70: 8(fvec2) CompositeExtract 65 1 + 71: 28(ptr) AccessChain 67 27 + Store 71 70 + 72: 9(fvec3) CompositeExtract 65 2 + 73: 32(ptr) AccessChain 67 31 + Store 73 72 + 74: 10(int) CompositeExtract 65 3 + 75: 36(ptr) AccessChain 67 35 + Store 75 74 + Branch 52 + 52: Label + 76: 22(int) Load 48(y) + 77: 22(int) IAdd 76 27 + Store 48(y) 77 + Branch 49 + 51: Label + Branch 43 + 43: Label + 78: 22(int) Load 39(x) + 79: 22(int) IAdd 78 27 + Store 39(x) 79 + Branch 40 + 42: Label + Return + FunctionEnd diff --git a/Test/baseResults/hlsl.struct.split.call.vert.out b/Test/baseResults/hlsl.struct.split.call.vert.out new file mode 100644 index 00000000..d7a19e44 --- /dev/null +++ b/Test/baseResults/hlsl.struct.split.call.vert.out @@ -0,0 +1,317 @@ +hlsl.struct.split.call.vert +Shader version: 450 +0:? Sequence +0:17 Function Definition: Fn1(struct-VS_INPUT-i1-vf4-i11;struct-VS_OUTPUT-i1-vf4-i11; (temp void) +0:17 Function Parameters: +0:17 'fn1_in' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:17 'fn1_out' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:? Sequence +0:18 add (temp 4-component vector of float) +0:18 Pos_in: direct index for structure (temp 4-component vector of float) +0:18 'fn1_in' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:18 Constant: +0:18 1 (const int) +0:18 Pos_out: direct index for structure (temp 4-component vector of float) +0:18 'fn1_out' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:18 Constant: +0:18 1 (const int) +0:22 Function Definition: main(struct-VS_INPUT-i1-vf4-i11; (temp structure{temp int x0_out, temp 4-component vector of float Position Pos_out, temp int x1_out}) +0:22 Function Parameters: +0:22 'vsin' (in structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:? Sequence +0:25 move second child to first child (temp int) +0:25 x0_out: direct index for structure (temp int) +0:25 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:25 Constant: +0:25 0 (const int) +0:? 'x0_in' (layout(location=0 ) in int) +0:26 move second child to first child (temp 4-component vector of float) +0:26 Pos_out: direct index for structure (temp 4-component vector of float) +0:26 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:26 Constant: +0:26 1 (const int) +0:? 'Pos_in' (in 4-component vector of float Position) +0:27 move second child to first child (temp int) +0:27 x1_out: direct index for structure (temp int) +0:27 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:27 Constant: +0:27 2 (const int) +0:? 'x1_in' (layout(location=1 ) in int) +0:29 Function Call: Fn1(struct-VS_INPUT-i1-vf4-i11;struct-VS_OUTPUT-i1-vf4-i11; (temp void) +0:29 Comma (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:29 Sequence +0:29 move second child to first child (temp int) +0:29 x0_in: direct index for structure (temp int) +0:29 'aggShadow' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:29 Constant: +0:29 0 (const int) +0:? 'x0_in' (layout(location=0 ) in int) +0:29 move second child to first child (temp 4-component vector of float) +0:29 Pos_in: direct index for structure (temp 4-component vector of float) +0:29 'aggShadow' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:29 Constant: +0:29 1 (const int) +0:? 'Pos_in' (in 4-component vector of float Position) +0:29 move second child to first child (temp int) +0:29 x1_in: direct index for structure (temp int) +0:29 'aggShadow' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:29 Constant: +0:29 2 (const int) +0:? 'x1_in' (layout(location=1 ) in int) +0:29 'aggShadow' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:29 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:31 Sequence +0:31 Sequence +0:31 move second child to first child (temp int) +0:31 x0_out: direct index for structure (temp int) +0:31 '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out}) +0:31 Constant: +0:31 0 (const int) +0:31 x0_out: direct index for structure (temp int) +0:31 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:31 Constant: +0:31 0 (const int) +0:31 move second child to first child (temp 4-component vector of float) +0:? 'Pos_out' (out 4-component vector of float Position) +0:31 Pos_out: direct index for structure (temp 4-component vector of float) +0:31 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:31 Constant: +0:31 1 (const int) +0:31 move second child to first child (temp int) +0:31 x1_out: direct index for structure (temp int) +0:31 '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out}) +0:31 Constant: +0:31 1 (const int) +0:31 x1_out: direct index for structure (temp int) +0:31 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:31 Constant: +0:31 2 (const int) +0:31 Branch: Return +0:? Linker Objects +0:? '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out}) +0:? 'x0_in' (layout(location=0 ) in int) +0:? 'Pos_in' (in 4-component vector of float Position) +0:? 'x1_in' (layout(location=1 ) in int) +0:? 'Pos_out' (out 4-component vector of float Position) + + +Linked vertex stage: + + +Shader version: 450 +0:? Sequence +0:17 Function Definition: Fn1(struct-VS_INPUT-i1-vf4-i11;struct-VS_OUTPUT-i1-vf4-i11; (temp void) +0:17 Function Parameters: +0:17 'fn1_in' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:17 'fn1_out' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:? Sequence +0:18 add (temp 4-component vector of float) +0:18 Pos_in: direct index for structure (temp 4-component vector of float) +0:18 'fn1_in' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:18 Constant: +0:18 1 (const int) +0:18 Pos_out: direct index for structure (temp 4-component vector of float) +0:18 'fn1_out' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:18 Constant: +0:18 1 (const int) +0:22 Function Definition: main(struct-VS_INPUT-i1-vf4-i11; (temp structure{temp int x0_out, temp 4-component vector of float Position Pos_out, temp int x1_out}) +0:22 Function Parameters: +0:22 'vsin' (in structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:? Sequence +0:25 move second child to first child (temp int) +0:25 x0_out: direct index for structure (temp int) +0:25 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:25 Constant: +0:25 0 (const int) +0:? 'x0_in' (layout(location=0 ) in int) +0:26 move second child to first child (temp 4-component vector of float) +0:26 Pos_out: direct index for structure (temp 4-component vector of float) +0:26 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:26 Constant: +0:26 1 (const int) +0:? 'Pos_in' (in 4-component vector of float Position) +0:27 move second child to first child (temp int) +0:27 x1_out: direct index for structure (temp int) +0:27 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:27 Constant: +0:27 2 (const int) +0:? 'x1_in' (layout(location=1 ) in int) +0:29 Function Call: Fn1(struct-VS_INPUT-i1-vf4-i11;struct-VS_OUTPUT-i1-vf4-i11; (temp void) +0:29 Comma (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:29 Sequence +0:29 move second child to first child (temp int) +0:29 x0_in: direct index for structure (temp int) +0:29 'aggShadow' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:29 Constant: +0:29 0 (const int) +0:? 'x0_in' (layout(location=0 ) in int) +0:29 move second child to first child (temp 4-component vector of float) +0:29 Pos_in: direct index for structure (temp 4-component vector of float) +0:29 'aggShadow' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:29 Constant: +0:29 1 (const int) +0:? 'Pos_in' (in 4-component vector of float Position) +0:29 move second child to first child (temp int) +0:29 x1_in: direct index for structure (temp int) +0:29 'aggShadow' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:29 Constant: +0:29 2 (const int) +0:? 'x1_in' (layout(location=1 ) in int) +0:29 'aggShadow' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:29 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:31 Sequence +0:31 Sequence +0:31 move second child to first child (temp int) +0:31 x0_out: direct index for structure (temp int) +0:31 '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out}) +0:31 Constant: +0:31 0 (const int) +0:31 x0_out: direct index for structure (temp int) +0:31 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:31 Constant: +0:31 0 (const int) +0:31 move second child to first child (temp 4-component vector of float) +0:? 'Pos_out' (out 4-component vector of float Position) +0:31 Pos_out: direct index for structure (temp 4-component vector of float) +0:31 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:31 Constant: +0:31 1 (const int) +0:31 move second child to first child (temp int) +0:31 x1_out: direct index for structure (temp int) +0:31 '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out}) +0:31 Constant: +0:31 1 (const int) +0:31 x1_out: direct index for structure (temp int) +0:31 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:31 Constant: +0:31 2 (const int) +0:31 Branch: Return +0:? Linker Objects +0:? '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out}) +0:? 'x0_in' (layout(location=0 ) in int) +0:? 'Pos_in' (in 4-component vector of float Position) +0:? 'x1_in' (layout(location=1 ) in int) +0:? 'Pos_out' (out 4-component vector of float Position) + +// Module Version 10000 +// Generated by (magic number): 80001 +// Id's are bound by 69 + + Capability Shader + 1: ExtInstImport "GLSL.std.450" + MemoryModel Logical GLSL450 + EntryPoint Vertex 4 "main" 28 33 37 56 62 + Name 4 "main" + Name 9 "VS_INPUT" + MemberName 9(VS_INPUT) 0 "x0_in" + MemberName 9(VS_INPUT) 1 "Pos_in" + MemberName 9(VS_INPUT) 2 "x1_in" + Name 11 "VS_OUTPUT" + MemberName 11(VS_OUTPUT) 0 "x0_out" + MemberName 11(VS_OUTPUT) 1 "Pos_out" + MemberName 11(VS_OUTPUT) 2 "x1_out" + Name 16 "Fn1(struct-VS_INPUT-i1-vf4-i11;struct-VS_OUTPUT-i1-vf4-i11;" + Name 14 "fn1_in" + Name 15 "fn1_out" + Name 25 "vsout" + Name 28 "x0_in" + Name 33 "Pos_in" + Name 37 "x1_in" + Name 40 "VS_INPUT" + MemberName 40(VS_INPUT) 0 "x0_in" + MemberName 40(VS_INPUT) 1 "Pos_in" + MemberName 40(VS_INPUT) 2 "x1_in" + Name 42 "aggShadow" + Name 49 "param" + Name 51 "param" + Name 54 "VS_OUTPUT" + MemberName 54(VS_OUTPUT) 0 "x0_out" + MemberName 54(VS_OUTPUT) 1 "x1_out" + Name 56 "@entryPointOutput" + Name 62 "Pos_out" + Decorate 28(x0_in) Location 0 + Decorate 33(Pos_in) BuiltIn Position + Decorate 37(x1_in) Location 1 + Decorate 56(@entryPointOutput) Location 0 + Decorate 62(Pos_out) BuiltIn Position + 2: TypeVoid + 3: TypeFunction 2 + 6: TypeInt 32 1 + 7: TypeFloat 32 + 8: TypeVector 7(float) 4 + 9(VS_INPUT): TypeStruct 6(int) 8(fvec4) 6(int) + 10: TypePointer Function 9(VS_INPUT) + 11(VS_OUTPUT): TypeStruct 6(int) 8(fvec4) 6(int) + 12: TypePointer Function 11(VS_OUTPUT) + 13: TypeFunction 2 10(ptr) 12(ptr) + 18: 6(int) Constant 1 + 19: TypePointer Function 8(fvec4) + 26: 6(int) Constant 0 + 27: TypePointer Input 6(int) + 28(x0_in): 27(ptr) Variable Input + 30: TypePointer Function 6(int) + 32: TypePointer Input 8(fvec4) + 33(Pos_in): 32(ptr) Variable Input + 36: 6(int) Constant 2 + 37(x1_in): 27(ptr) Variable Input + 40(VS_INPUT): TypeStruct 6(int) 8(fvec4) 6(int) + 41: TypePointer Function 40(VS_INPUT) + 54(VS_OUTPUT): TypeStruct 6(int) 6(int) + 55: TypePointer Output 54(VS_OUTPUT) +56(@entryPointOutput): 55(ptr) Variable Output + 59: TypePointer Output 6(int) + 61: TypePointer Output 8(fvec4) + 62(Pos_out): 61(ptr) Variable Output + 4(main): 2 Function None 3 + 5: Label + 25(vsout): 12(ptr) Variable Function + 42(aggShadow): 41(ptr) Variable Function + 49(param): 41(ptr) Variable Function + 51(param): 12(ptr) Variable Function + 29: 6(int) Load 28(x0_in) + 31: 30(ptr) AccessChain 25(vsout) 26 + Store 31 29 + 34: 8(fvec4) Load 33(Pos_in) + 35: 19(ptr) AccessChain 25(vsout) 18 + Store 35 34 + 38: 6(int) Load 37(x1_in) + 39: 30(ptr) AccessChain 25(vsout) 36 + Store 39 38 + 43: 6(int) Load 28(x0_in) + 44: 30(ptr) AccessChain 42(aggShadow) 26 + Store 44 43 + 45: 8(fvec4) Load 33(Pos_in) + 46: 19(ptr) AccessChain 42(aggShadow) 18 + Store 46 45 + 47: 6(int) Load 37(x1_in) + 48: 30(ptr) AccessChain 42(aggShadow) 36 + Store 48 47 + 50:40(VS_INPUT) Load 42(aggShadow) + Store 49(param) 50 + 52:11(VS_OUTPUT) Load 25(vsout) + Store 51(param) 52 + 53: 2 FunctionCall 16(Fn1(struct-VS_INPUT-i1-vf4-i11;struct-VS_OUTPUT-i1-vf4-i11;) 49(param) 51(param) + 57: 30(ptr) AccessChain 25(vsout) 26 + 58: 6(int) Load 57 + 60: 59(ptr) AccessChain 56(@entryPointOutput) 26 + Store 60 58 + 63: 19(ptr) AccessChain 25(vsout) 18 + 64: 8(fvec4) Load 63 + Store 62(Pos_out) 64 + 65: 30(ptr) AccessChain 25(vsout) 36 + 66: 6(int) Load 65 + 67: 59(ptr) AccessChain 56(@entryPointOutput) 18 + Store 67 66 + Return + FunctionEnd +16(Fn1(struct-VS_INPUT-i1-vf4-i11;struct-VS_OUTPUT-i1-vf4-i11;): 2 Function None 13 + 14(fn1_in): 10(ptr) FunctionParameter + 15(fn1_out): 12(ptr) FunctionParameter + 17: Label + 20: 19(ptr) AccessChain 14(fn1_in) 18 + 21: 8(fvec4) Load 20 + 22: 19(ptr) AccessChain 15(fn1_out) 18 + 23: 8(fvec4) Load 22 + 24: 8(fvec4) FAdd 21 23 + Return + FunctionEnd diff --git a/Test/baseResults/hlsl.struct.split.nested.geom.out b/Test/baseResults/hlsl.struct.split.nested.geom.out new file mode 100644 index 00000000..3dd8d9f8 --- /dev/null +++ b/Test/baseResults/hlsl.struct.split.nested.geom.out @@ -0,0 +1,271 @@ +hlsl.struct.split.nested.geom +Shader version: 450 +invocations = -1 +max_vertices = 3 +input primitive = triangles +output primitive = triangle_strip +0:? Sequence +0:24 Function Definition: main(struct-PS_IN-vf4-vf21[3];struct-GS_OUT-struct-PS_IN-vf4-vf21-struct-STRUCT_WITH_NO_BUILTIN_INTERSTAGE_IO-f1[2]-i111; (temp void) +0:24 Function Parameters: +0:24 'tin' (in 3-element array of structure{temp 4-component vector of float Position pos, temp 2-component vector of float tc}) +0:24 'ts' (out structure{temp structure{temp 4-component vector of float Position pos, temp 2-component vector of float tc} psIn, temp structure{temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) +0:? Sequence +0:27 move second child to first child (temp 4-component vector of float) +0:27 pos: direct index for structure (temp 4-component vector of float) +0:27 psIn: direct index for structure (temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc}) +0:27 'o' (temp structure{temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc} psIn, temp structure{temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) +0:27 Constant: +0:27 0 (const int) +0:27 Constant: +0:27 0 (const int) +0:? Constant: +0:? 1.000000 +0:? 2.000000 +0:? 3.000000 +0:? 4.000000 +0:28 move second child to first child (temp 2-component vector of float) +0:28 tc: direct index for structure (temp 2-component vector of float) +0:28 psIn: direct index for structure (temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc}) +0:28 'o' (temp structure{temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc} psIn, temp structure{temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) +0:28 Constant: +0:28 0 (const int) +0:28 Constant: +0:28 1 (const int) +0:? Constant: +0:? 5.000000 +0:? 6.000000 +0:30 Sequence +0:30 Sequence +0:30 move second child to first child (temp 4-component vector of float) +0:? 'ts.psIn.pos' (out 4-component vector of float Position) +0:30 pos: direct index for structure (temp 4-component vector of float) +0:30 psIn: direct index for structure (temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc}) +0:30 'o' (temp structure{temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc} psIn, temp structure{temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) +0:30 Constant: +0:30 0 (const int) +0:30 Constant: +0:30 0 (const int) +0:30 move second child to first child (temp 2-component vector of float) +0:30 tc: direct index for structure (temp 2-component vector of float) +0:30 psIn: direct index for structure (temp structure{temp 2-component vector of float tc}) +0:30 'ts' (layout(location=0 ) out structure{temp structure{temp 2-component vector of float tc} psIn, temp structure{temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) +0:30 Constant: +0:30 0 (const int) +0:30 Constant: +0:30 0 (const int) +0:30 tc: direct index for structure (temp 2-component vector of float) +0:30 psIn: direct index for structure (temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc}) +0:30 'o' (temp structure{temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc} psIn, temp structure{temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) +0:30 Constant: +0:30 0 (const int) +0:30 Constant: +0:30 1 (const int) +0:30 move second child to first child (temp structure{temp 2-element array of float m0_array, temp int m1}) +0:30 contains_no_builtin_io: direct index for structure (temp structure{temp 2-element array of float m0_array, temp int m1}) +0:30 'ts' (layout(location=0 ) out structure{temp structure{temp 2-component vector of float tc} psIn, temp structure{temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) +0:30 Constant: +0:30 1 (const int) +0:30 contains_no_builtin_io: direct index for structure (temp structure{temp 2-element array of float m0_array, temp int m1}) +0:30 'o' (temp structure{temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc} psIn, temp structure{temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) +0:30 Constant: +0:30 1 (const int) +0:30 EmitVertex (temp void) +0:? Linker Objects +0:? 'tin' (layout(location=0 ) in 3-element array of structure{temp 2-component vector of float tc}) +0:? 'ts' (layout(location=0 ) out structure{temp structure{temp 2-component vector of float tc} psIn, temp structure{temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) +0:? 'tin.pos' (in 3-element array of 4-component vector of float Position) +0:? 'ts.psIn.pos' (out 4-component vector of float Position) + + +Linked geometry stage: + + +Shader version: 450 +invocations = 1 +max_vertices = 3 +input primitive = triangles +output primitive = triangle_strip +0:? Sequence +0:24 Function Definition: main(struct-PS_IN-vf4-vf21[3];struct-GS_OUT-struct-PS_IN-vf4-vf21-struct-STRUCT_WITH_NO_BUILTIN_INTERSTAGE_IO-f1[2]-i111; (temp void) +0:24 Function Parameters: +0:24 'tin' (in 3-element array of structure{temp 4-component vector of float Position pos, temp 2-component vector of float tc}) +0:24 'ts' (out structure{temp structure{temp 4-component vector of float Position pos, temp 2-component vector of float tc} psIn, temp structure{temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) +0:? Sequence +0:27 move second child to first child (temp 4-component vector of float) +0:27 pos: direct index for structure (temp 4-component vector of float) +0:27 psIn: direct index for structure (temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc}) +0:27 'o' (temp structure{temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc} psIn, temp structure{temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) +0:27 Constant: +0:27 0 (const int) +0:27 Constant: +0:27 0 (const int) +0:? Constant: +0:? 1.000000 +0:? 2.000000 +0:? 3.000000 +0:? 4.000000 +0:28 move second child to first child (temp 2-component vector of float) +0:28 tc: direct index for structure (temp 2-component vector of float) +0:28 psIn: direct index for structure (temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc}) +0:28 'o' (temp structure{temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc} psIn, temp structure{temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) +0:28 Constant: +0:28 0 (const int) +0:28 Constant: +0:28 1 (const int) +0:? Constant: +0:? 5.000000 +0:? 6.000000 +0:30 Sequence +0:30 Sequence +0:30 move second child to first child (temp 4-component vector of float) +0:? 'ts.psIn.pos' (out 4-component vector of float Position) +0:30 pos: direct index for structure (temp 4-component vector of float) +0:30 psIn: direct index for structure (temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc}) +0:30 'o' (temp structure{temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc} psIn, temp structure{temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) +0:30 Constant: +0:30 0 (const int) +0:30 Constant: +0:30 0 (const int) +0:30 move second child to first child (temp 2-component vector of float) +0:30 tc: direct index for structure (temp 2-component vector of float) +0:30 psIn: direct index for structure (temp structure{temp 2-component vector of float tc}) +0:30 'ts' (layout(location=0 ) out structure{temp structure{temp 2-component vector of float tc} psIn, temp structure{temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) +0:30 Constant: +0:30 0 (const int) +0:30 Constant: +0:30 0 (const int) +0:30 tc: direct index for structure (temp 2-component vector of float) +0:30 psIn: direct index for structure (temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc}) +0:30 'o' (temp structure{temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc} psIn, temp structure{temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) +0:30 Constant: +0:30 0 (const int) +0:30 Constant: +0:30 1 (const int) +0:30 move second child to first child (temp structure{temp 2-element array of float m0_array, temp int m1}) +0:30 contains_no_builtin_io: direct index for structure (temp structure{temp 2-element array of float m0_array, temp int m1}) +0:30 'ts' (layout(location=0 ) out structure{temp structure{temp 2-component vector of float tc} psIn, temp structure{temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) +0:30 Constant: +0:30 1 (const int) +0:30 contains_no_builtin_io: direct index for structure (temp structure{temp 2-element array of float m0_array, temp int m1}) +0:30 'o' (temp structure{temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc} psIn, temp structure{temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) +0:30 Constant: +0:30 1 (const int) +0:30 EmitVertex (temp void) +0:? Linker Objects +0:? 'tin' (layout(location=0 ) in 3-element array of structure{temp 2-component vector of float tc}) +0:? 'ts' (layout(location=0 ) out structure{temp structure{temp 2-component vector of float tc} psIn, temp structure{temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) +0:? 'tin.pos' (in 3-element array of 4-component vector of float Position) +0:? 'ts.psIn.pos' (out 4-component vector of float Position) + +// Module Version 10000 +// Generated by (magic number): 80001 +// Id's are bound by 64 + + Capability Geometry + 1: ExtInstImport "GLSL.std.450" + MemoryModel Logical GLSL450 + EntryPoint Geometry 4 "main" 33 40 60 63 + ExecutionMode 4 Triangles + ExecutionMode 4 Invocations 1 + ExecutionMode 4 OutputTriangleStrip + ExecutionMode 4 OutputVertices 3 + Name 4 "main" + Name 9 "PS_IN" + MemberName 9(PS_IN) 0 "pos" + MemberName 9(PS_IN) 1 "tc" + Name 14 "STRUCT_WITH_NO_BUILTIN_INTERSTAGE_IO" + MemberName 14(STRUCT_WITH_NO_BUILTIN_INTERSTAGE_IO) 0 "m0_array" + MemberName 14(STRUCT_WITH_NO_BUILTIN_INTERSTAGE_IO) 1 "m1" + Name 15 "GS_OUT" + MemberName 15(GS_OUT) 0 "psIn" + MemberName 15(GS_OUT) 1 "contains_no_builtin_io" + Name 17 "o" + Name 33 "ts.psIn.pos" + Name 36 "PS_IN" + MemberName 36(PS_IN) 0 "tc" + Name 37 "STRUCT_WITH_NO_BUILTIN_INTERSTAGE_IO" + MemberName 37(STRUCT_WITH_NO_BUILTIN_INTERSTAGE_IO) 0 "m0_array" + MemberName 37(STRUCT_WITH_NO_BUILTIN_INTERSTAGE_IO) 1 "m1" + Name 38 "GS_OUT" + MemberName 38(GS_OUT) 0 "psIn" + MemberName 38(GS_OUT) 1 "contains_no_builtin_io" + Name 40 "ts" + Name 56 "PS_IN" + MemberName 56(PS_IN) 0 "tc" + Name 60 "tin" + Name 63 "tin.pos" + Decorate 33(ts.psIn.pos) BuiltIn Position + Decorate 40(ts) Location 0 + Decorate 60(tin) Location 0 + Decorate 63(tin.pos) BuiltIn Position + 2: TypeVoid + 3: TypeFunction 2 + 6: TypeFloat 32 + 7: TypeVector 6(float) 4 + 8: TypeVector 6(float) 2 + 9(PS_IN): TypeStruct 7(fvec4) 8(fvec2) + 10: TypeInt 32 0 + 11: 10(int) Constant 2 + 12: TypeArray 6(float) 11 + 13: TypeInt 32 1 +14(STRUCT_WITH_NO_BUILTIN_INTERSTAGE_IO): TypeStruct 12 13(int) + 15(GS_OUT): TypeStruct 9(PS_IN) 14(STRUCT_WITH_NO_BUILTIN_INTERSTAGE_IO) + 16: TypePointer Function 15(GS_OUT) + 18: 13(int) Constant 0 + 19: 6(float) Constant 1065353216 + 20: 6(float) Constant 1073741824 + 21: 6(float) Constant 1077936128 + 22: 6(float) Constant 1082130432 + 23: 7(fvec4) ConstantComposite 19 20 21 22 + 24: TypePointer Function 7(fvec4) + 26: 13(int) Constant 1 + 27: 6(float) Constant 1084227584 + 28: 6(float) Constant 1086324736 + 29: 8(fvec2) ConstantComposite 27 28 + 30: TypePointer Function 8(fvec2) + 32: TypePointer Output 7(fvec4) + 33(ts.psIn.pos): 32(ptr) Variable Output + 36(PS_IN): TypeStruct 8(fvec2) +37(STRUCT_WITH_NO_BUILTIN_INTERSTAGE_IO): TypeStruct 12 13(int) + 38(GS_OUT): TypeStruct 36(PS_IN) 37(STRUCT_WITH_NO_BUILTIN_INTERSTAGE_IO) + 39: TypePointer Output 38(GS_OUT) + 40(ts): 39(ptr) Variable Output + 43: TypePointer Output 8(fvec2) + 45: TypePointer Function 14(STRUCT_WITH_NO_BUILTIN_INTERSTAGE_IO) + 48: TypePointer Output 37(STRUCT_WITH_NO_BUILTIN_INTERSTAGE_IO) + 51: TypePointer Output 12 + 54: TypePointer Output 13(int) + 56(PS_IN): TypeStruct 8(fvec2) + 57: 10(int) Constant 3 + 58: TypeArray 56(PS_IN) 57 + 59: TypePointer Input 58 + 60(tin): 59(ptr) Variable Input + 61: TypeArray 7(fvec4) 57 + 62: TypePointer Input 61 + 63(tin.pos): 62(ptr) Variable Input + 4(main): 2 Function None 3 + 5: Label + 17(o): 16(ptr) Variable Function + 25: 24(ptr) AccessChain 17(o) 18 18 + Store 25 23 + 31: 30(ptr) AccessChain 17(o) 18 26 + Store 31 29 + 34: 24(ptr) AccessChain 17(o) 18 18 + 35: 7(fvec4) Load 34 + Store 33(ts.psIn.pos) 35 + 41: 30(ptr) AccessChain 17(o) 18 26 + 42: 8(fvec2) Load 41 + 44: 43(ptr) AccessChain 40(ts) 18 18 + Store 44 42 + 46: 45(ptr) AccessChain 17(o) 26 + 47:14(STRUCT_WITH_NO_BUILTIN_INTERSTAGE_IO) Load 46 + 49: 48(ptr) AccessChain 40(ts) 26 + 50: 12 CompositeExtract 47 0 + 52: 51(ptr) AccessChain 49 18 + Store 52 50 + 53: 13(int) CompositeExtract 47 1 + 55: 54(ptr) AccessChain 49 26 + Store 55 53 + EmitVertex + Return + FunctionEnd diff --git a/Test/baseResults/hlsl.struct.split.trivial.geom.out b/Test/baseResults/hlsl.struct.split.trivial.geom.out new file mode 100644 index 00000000..8448ac4a --- /dev/null +++ b/Test/baseResults/hlsl.struct.split.trivial.geom.out @@ -0,0 +1,175 @@ +hlsl.struct.split.trivial.geom +Shader version: 450 +invocations = -1 +max_vertices = 3 +input primitive = triangles +output primitive = triangle_strip +0:? Sequence +0:14 Function Definition: main(struct-PS_IN-vf41[3];struct-GS_OUT-vf41; (temp void) +0:14 Function Parameters: +0:14 'i' (in 3-element array of structure{temp 4-component vector of float Position pos}) +0:14 'ts' (out structure{temp 4-component vector of float Position pos}) +0:? Sequence +0:17 Sequence +0:17 move second child to first child (temp int) +0:17 'x' (temp int) +0:17 Constant: +0:17 0 (const int) +0:17 Loop with condition tested first +0:17 Loop Condition +0:17 Compare Less Than (temp bool) +0:17 'x' (temp int) +0:17 Constant: +0:17 3 (const int) +0:17 Loop Body +0:? Sequence +0:18 move second child to first child (temp 4-component vector of float) +0:18 pos: direct index for structure (temp 4-component vector of float) +0:18 'o' (temp structure{temp 4-component vector of float pos}) +0:18 Constant: +0:18 0 (const int) +0:18 indirect index (temp 4-component vector of float Position) +0:18 'i.pos' (in 3-element array of 4-component vector of float Position) +0:18 'x' (temp int) +0:19 Sequence +0:19 Sequence +0:19 move second child to first child (temp 4-component vector of float) +0:? 'ts.pos' (out 4-component vector of float Position) +0:19 pos: direct index for structure (temp 4-component vector of float) +0:19 'o' (temp structure{temp 4-component vector of float pos}) +0:19 Constant: +0:19 0 (const int) +0:19 EmitVertex (temp void) +0:17 Loop Terminal Expression +0:17 Pre-Increment (temp int) +0:17 'x' (temp int) +0:? Linker Objects +0:? 'i.pos' (in 3-element array of 4-component vector of float Position) +0:? 'ts.pos' (out 4-component vector of float Position) + + +Linked geometry stage: + + +Shader version: 450 +invocations = 1 +max_vertices = 3 +input primitive = triangles +output primitive = triangle_strip +0:? Sequence +0:14 Function Definition: main(struct-PS_IN-vf41[3];struct-GS_OUT-vf41; (temp void) +0:14 Function Parameters: +0:14 'i' (in 3-element array of structure{temp 4-component vector of float Position pos}) +0:14 'ts' (out structure{temp 4-component vector of float Position pos}) +0:? Sequence +0:17 Sequence +0:17 move second child to first child (temp int) +0:17 'x' (temp int) +0:17 Constant: +0:17 0 (const int) +0:17 Loop with condition tested first +0:17 Loop Condition +0:17 Compare Less Than (temp bool) +0:17 'x' (temp int) +0:17 Constant: +0:17 3 (const int) +0:17 Loop Body +0:? Sequence +0:18 move second child to first child (temp 4-component vector of float) +0:18 pos: direct index for structure (temp 4-component vector of float) +0:18 'o' (temp structure{temp 4-component vector of float pos}) +0:18 Constant: +0:18 0 (const int) +0:18 indirect index (temp 4-component vector of float Position) +0:18 'i.pos' (in 3-element array of 4-component vector of float Position) +0:18 'x' (temp int) +0:19 Sequence +0:19 Sequence +0:19 move second child to first child (temp 4-component vector of float) +0:? 'ts.pos' (out 4-component vector of float Position) +0:19 pos: direct index for structure (temp 4-component vector of float) +0:19 'o' (temp structure{temp 4-component vector of float pos}) +0:19 Constant: +0:19 0 (const int) +0:19 EmitVertex (temp void) +0:17 Loop Terminal Expression +0:17 Pre-Increment (temp int) +0:17 'x' (temp int) +0:? Linker Objects +0:? 'i.pos' (in 3-element array of 4-component vector of float Position) +0:? 'ts.pos' (out 4-component vector of float Position) + +// Module Version 10000 +// Generated by (magic number): 80001 +// Id's are bound by 42 + + Capability Geometry + 1: ExtInstImport "GLSL.std.450" + MemoryModel Logical GLSL450 + EntryPoint Geometry 4 "main" 28 36 + ExecutionMode 4 Triangles + ExecutionMode 4 Invocations 1 + ExecutionMode 4 OutputTriangleStrip + ExecutionMode 4 OutputVertices 3 + Name 4 "main" + Name 8 "x" + Name 21 "GS_OUT" + MemberName 21(GS_OUT) 0 "pos" + Name 23 "o" + Name 28 "i.pos" + Name 36 "ts.pos" + Decorate 28(i.pos) BuiltIn Position + Decorate 36(ts.pos) BuiltIn Position + 2: TypeVoid + 3: TypeFunction 2 + 6: TypeInt 32 1 + 7: TypePointer Function 6(int) + 9: 6(int) Constant 0 + 16: 6(int) Constant 3 + 17: TypeBool + 19: TypeFloat 32 + 20: TypeVector 19(float) 4 + 21(GS_OUT): TypeStruct 20(fvec4) + 22: TypePointer Function 21(GS_OUT) + 24: TypeInt 32 0 + 25: 24(int) Constant 3 + 26: TypeArray 20(fvec4) 25 + 27: TypePointer Input 26 + 28(i.pos): 27(ptr) Variable Input + 30: TypePointer Input 20(fvec4) + 33: TypePointer Function 20(fvec4) + 35: TypePointer Output 20(fvec4) + 36(ts.pos): 35(ptr) Variable Output + 40: 6(int) Constant 1 + 4(main): 2 Function None 3 + 5: Label + 8(x): 7(ptr) Variable Function + 23(o): 22(ptr) Variable Function + Store 8(x) 9 + Branch 10 + 10: Label + LoopMerge 12 13 None + Branch 14 + 14: Label + 15: 6(int) Load 8(x) + 18: 17(bool) SLessThan 15 16 + BranchConditional 18 11 12 + 11: Label + 29: 6(int) Load 8(x) + 31: 30(ptr) AccessChain 28(i.pos) 29 + 32: 20(fvec4) Load 31 + 34: 33(ptr) AccessChain 23(o) 9 + Store 34 32 + 37: 33(ptr) AccessChain 23(o) 9 + 38: 20(fvec4) Load 37 + Store 36(ts.pos) 38 + EmitVertex + Branch 13 + 13: Label + 39: 6(int) Load 8(x) + 41: 6(int) IAdd 39 40 + Store 8(x) 41 + Branch 10 + 12: Label + Return + FunctionEnd diff --git a/Test/baseResults/hlsl.struct.split.trivial.vert.out b/Test/baseResults/hlsl.struct.split.trivial.vert.out new file mode 100644 index 00000000..bdf156c4 --- /dev/null +++ b/Test/baseResults/hlsl.struct.split.trivial.vert.out @@ -0,0 +1,108 @@ +hlsl.struct.split.trivial.vert +Shader version: 450 +0:? Sequence +0:16 Function Definition: main(struct-VS_INPUT-vf41;vf4; (temp structure{temp 4-component vector of float Position Pos}) +0:16 Function Parameters: +0:16 'vsin' (in structure{temp 4-component vector of float Pos_in}) +0:16 'Pos_loose' (in 4-component vector of float Position) +0:? Sequence +0:19 move second child to first child (temp 4-component vector of float) +0:19 Pos: direct index for structure (temp 4-component vector of float) +0:19 'vsout' (temp structure{temp 4-component vector of float Pos}) +0:19 Constant: +0:19 0 (const int) +0:19 add (temp 4-component vector of float) +0:? 'Pos_in' (in 4-component vector of float Position) +0:19 'Pos_loose' (in 4-component vector of float Position) +0:21 Sequence +0:21 Sequence +0:21 move second child to first child (temp 4-component vector of float) +0:? 'Pos' (out 4-component vector of float Position) +0:21 Pos: direct index for structure (temp 4-component vector of float) +0:21 'vsout' (temp structure{temp 4-component vector of float Pos}) +0:21 Constant: +0:21 0 (const int) +0:21 Branch: Return +0:? Linker Objects +0:? 'Pos_in' (in 4-component vector of float Position) +0:? 'Pos_loose' (in 4-component vector of float Position) +0:? 'Pos' (out 4-component vector of float Position) + + +Linked vertex stage: + + +Shader version: 450 +0:? Sequence +0:16 Function Definition: main(struct-VS_INPUT-vf41;vf4; (temp structure{temp 4-component vector of float Position Pos}) +0:16 Function Parameters: +0:16 'vsin' (in structure{temp 4-component vector of float Pos_in}) +0:16 'Pos_loose' (in 4-component vector of float Position) +0:? Sequence +0:19 move second child to first child (temp 4-component vector of float) +0:19 Pos: direct index for structure (temp 4-component vector of float) +0:19 'vsout' (temp structure{temp 4-component vector of float Pos}) +0:19 Constant: +0:19 0 (const int) +0:19 add (temp 4-component vector of float) +0:? 'Pos_in' (in 4-component vector of float Position) +0:19 'Pos_loose' (in 4-component vector of float Position) +0:21 Sequence +0:21 Sequence +0:21 move second child to first child (temp 4-component vector of float) +0:? 'Pos' (out 4-component vector of float Position) +0:21 Pos: direct index for structure (temp 4-component vector of float) +0:21 'vsout' (temp structure{temp 4-component vector of float Pos}) +0:21 Constant: +0:21 0 (const int) +0:21 Branch: Return +0:? Linker Objects +0:? 'Pos_in' (in 4-component vector of float Position) +0:? 'Pos_loose' (in 4-component vector of float Position) +0:? 'Pos' (out 4-component vector of float Position) + +// Module Version 10000 +// Generated by (magic number): 80001 +// Id's are bound by 26 + + Capability Shader + 1: ExtInstImport "GLSL.std.450" + MemoryModel Logical GLSL450 + EntryPoint Vertex 4 "main" 14 16 22 + Name 4 "main" + Name 8 "VS_OUTPUT" + MemberName 8(VS_OUTPUT) 0 "Pos" + Name 10 "vsout" + Name 14 "Pos_in" + Name 16 "Pos_loose" + Name 22 "Pos" + Decorate 14(Pos_in) BuiltIn Position + Decorate 16(Pos_loose) BuiltIn Position + Decorate 22(Pos) BuiltIn Position + 2: TypeVoid + 3: TypeFunction 2 + 6: TypeFloat 32 + 7: TypeVector 6(float) 4 + 8(VS_OUTPUT): TypeStruct 7(fvec4) + 9: TypePointer Function 8(VS_OUTPUT) + 11: TypeInt 32 1 + 12: 11(int) Constant 0 + 13: TypePointer Input 7(fvec4) + 14(Pos_in): 13(ptr) Variable Input + 16(Pos_loose): 13(ptr) Variable Input + 19: TypePointer Function 7(fvec4) + 21: TypePointer Output 7(fvec4) + 22(Pos): 21(ptr) Variable Output + 4(main): 2 Function None 3 + 5: Label + 10(vsout): 9(ptr) Variable Function + 15: 7(fvec4) Load 14(Pos_in) + 17: 7(fvec4) Load 16(Pos_loose) + 18: 7(fvec4) FAdd 15 17 + 20: 19(ptr) AccessChain 10(vsout) 12 + Store 20 18 + 23: 19(ptr) AccessChain 10(vsout) 12 + 24: 7(fvec4) Load 23 + Store 22(Pos) 24 + Return + FunctionEnd diff --git a/Test/baseResults/hlsl.structarray.flatten.geom.out b/Test/baseResults/hlsl.structarray.flatten.geom.out index 0994af84..0922bae8 100644 --- a/Test/baseResults/hlsl.structarray.flatten.geom.out +++ b/Test/baseResults/hlsl.structarray.flatten.geom.out @@ -1,52 +1,82 @@ hlsl.structarray.flatten.geom -ERROR: 0:10: 'vin' : recursive type not yet supported in GS input -ERROR: 1 compilation errors. No code generated. - - Shader version: 450 invocations = -1 max_vertices = 4 input primitive = lines output primitive = triangle_strip -ERROR: node is still EOpNull! -0:10 Function Definition: main(struct-VertexData-vf4-vf4-vf21[2];struct-VertexData-vf4-vf4-vf21; (temp void) -0:10 Function Parameters: -0:10 'vin' (in 2-element array of structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) -0:10 'outStream' (out structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:? Sequence +0:16 Function Definition: main(struct-VertexData-vf4-vf4-vf21[2];struct-PS_IN-vf4-vf4-vf21; (temp void) +0:16 Function Parameters: +0:16 'vin' (layout(location=0 ) in 2-element array of structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:16 'outStream' (out structure{temp 4-component vector of float Position position, temp 4-component vector of float color, temp 2-component vector of float uv}) 0:? Sequence -0:13 move second child to first child (temp 4-component vector of float) -0:13 color: direct index for structure (temp 4-component vector of float) -0:13 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) -0:13 Constant: -0:13 1 (const int) -0:? 'vin[0].color' (layout(location=1 ) in 4-component vector of float) -0:14 move second child to first child (temp 2-component vector of float) -0:14 uv: direct index for structure (temp 2-component vector of float) -0:14 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) -0:14 Constant: -0:14 2 (const int) -0:? 'vin[0].uv' (layout(location=2 ) in 2-component vector of float) -0:15 move second child to first child (temp 4-component vector of float) -0:15 position: direct index for structure (temp 4-component vector of float) -0:15 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) -0:15 Constant: -0:15 0 (const int) -0:? 'vin[0].position' (layout(location=0 ) in 4-component vector of float) -0:16 Sequence -0:16 move second child to first child (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) -0:16 'outStream' (out structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) -0:16 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) -0:16 EmitVertex (temp void) +0:19 move second child to first child (temp 4-component vector of float) +0:19 color: direct index for structure (temp 4-component vector of float) +0:19 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:19 Constant: +0:19 1 (const int) +0:19 color: direct index for structure (temp 4-component vector of float) +0:19 direct index (layout(location=0 ) temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:19 'vin' (layout(location=0 ) in 2-element array of structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:19 Constant: +0:19 1 (const int) +0:19 Constant: +0:19 1 (const int) +0:20 move second child to first child (temp 2-component vector of float) +0:20 uv: direct index for structure (temp 2-component vector of float) +0:20 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:20 Constant: +0:20 2 (const int) +0:20 uv: direct index for structure (temp 2-component vector of float) +0:20 direct index (layout(location=0 ) temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:20 'vin' (layout(location=0 ) in 2-element array of structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:20 Constant: +0:20 1 (const int) +0:20 Constant: +0:20 2 (const int) +0:21 move second child to first child (temp 4-component vector of float) +0:21 position: direct index for structure (temp 4-component vector of float) +0:21 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:21 Constant: +0:21 0 (const int) +0:21 position: direct index for structure (temp 4-component vector of float) +0:21 direct index (layout(location=0 ) temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:21 'vin' (layout(location=0 ) in 2-element array of structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:21 Constant: +0:21 1 (const int) +0:21 Constant: +0:21 0 (const int) +0:22 Sequence +0:22 Sequence +0:22 move second child to first child (temp 4-component vector of float) +0:? 'outStream.position' (out 4-component vector of float Position) +0:22 position: direct index for structure (temp 4-component vector of float) +0:22 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:22 Constant: +0:22 0 (const int) +0:22 move second child to first child (temp 4-component vector of float) +0:22 color: direct index for structure (temp 4-component vector of float) +0:22 'outStream' (layout(location=0 ) out structure{temp 4-component vector of float color, temp 2-component vector of float uv}) +0:22 Constant: +0:22 0 (const int) +0:22 color: direct index for structure (temp 4-component vector of float) +0:22 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:22 Constant: +0:22 1 (const int) +0:22 move second child to first child (temp 2-component vector of float) +0:22 uv: direct index for structure (temp 2-component vector of float) +0:22 'outStream' (layout(location=0 ) out structure{temp 4-component vector of float color, temp 2-component vector of float uv}) +0:22 Constant: +0:22 1 (const int) +0:22 uv: direct index for structure (temp 2-component vector of float) +0:22 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:22 Constant: +0:22 2 (const int) +0:22 EmitVertex (temp void) 0:? Linker Objects -0:? 'vin[0].position' (layout(location=0 ) in 4-component vector of float) -0:? 'vin[0].color' (layout(location=1 ) in 4-component vector of float) -0:? 'vin[0].uv' (layout(location=2 ) in 2-component vector of float) -0:? 'vin[1].position' (layout(location=3 ) in 4-component vector of float) -0:? 'vin[1].color' (layout(location=4 ) in 4-component vector of float) -0:? 'vin[1].uv' (layout(location=5 ) in 2-component vector of float) -0:? 'position' (layout(location=0 ) out 4-component vector of float) -0:? 'color' (layout(location=1 ) out 4-component vector of float) -0:? 'uv' (layout(location=2 ) out 2-component vector of float) +0:? 'vin' (layout(location=0 ) in 2-element array of structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:? 'outStream' (layout(location=0 ) out structure{temp 4-component vector of float color, temp 2-component vector of float uv}) +0:? 'outStream.position' (out 4-component vector of float Position) Linked geometry stage: @@ -57,44 +87,164 @@ invocations = 1 max_vertices = 4 input primitive = lines output primitive = triangle_strip -ERROR: node is still EOpNull! -0:10 Function Definition: main(struct-VertexData-vf4-vf4-vf21[2];struct-VertexData-vf4-vf4-vf21; (temp void) -0:10 Function Parameters: -0:10 'vin' (in 2-element array of structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) -0:10 'outStream' (out structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:? Sequence +0:16 Function Definition: main(struct-VertexData-vf4-vf4-vf21[2];struct-PS_IN-vf4-vf4-vf21; (temp void) +0:16 Function Parameters: +0:16 'vin' (layout(location=0 ) in 2-element array of structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:16 'outStream' (out structure{temp 4-component vector of float Position position, temp 4-component vector of float color, temp 2-component vector of float uv}) 0:? Sequence -0:13 move second child to first child (temp 4-component vector of float) -0:13 color: direct index for structure (temp 4-component vector of float) -0:13 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) -0:13 Constant: -0:13 1 (const int) -0:? 'vin[0].color' (layout(location=1 ) in 4-component vector of float) -0:14 move second child to first child (temp 2-component vector of float) -0:14 uv: direct index for structure (temp 2-component vector of float) -0:14 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) -0:14 Constant: -0:14 2 (const int) -0:? 'vin[0].uv' (layout(location=2 ) in 2-component vector of float) -0:15 move second child to first child (temp 4-component vector of float) -0:15 position: direct index for structure (temp 4-component vector of float) -0:15 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) -0:15 Constant: -0:15 0 (const int) -0:? 'vin[0].position' (layout(location=0 ) in 4-component vector of float) -0:16 Sequence -0:16 move second child to first child (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) -0:16 'outStream' (out structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) -0:16 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) -0:16 EmitVertex (temp void) +0:19 move second child to first child (temp 4-component vector of float) +0:19 color: direct index for structure (temp 4-component vector of float) +0:19 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:19 Constant: +0:19 1 (const int) +0:19 color: direct index for structure (temp 4-component vector of float) +0:19 direct index (layout(location=0 ) temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:19 'vin' (layout(location=0 ) in 2-element array of structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:19 Constant: +0:19 1 (const int) +0:19 Constant: +0:19 1 (const int) +0:20 move second child to first child (temp 2-component vector of float) +0:20 uv: direct index for structure (temp 2-component vector of float) +0:20 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:20 Constant: +0:20 2 (const int) +0:20 uv: direct index for structure (temp 2-component vector of float) +0:20 direct index (layout(location=0 ) temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:20 'vin' (layout(location=0 ) in 2-element array of structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:20 Constant: +0:20 1 (const int) +0:20 Constant: +0:20 2 (const int) +0:21 move second child to first child (temp 4-component vector of float) +0:21 position: direct index for structure (temp 4-component vector of float) +0:21 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:21 Constant: +0:21 0 (const int) +0:21 position: direct index for structure (temp 4-component vector of float) +0:21 direct index (layout(location=0 ) temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:21 'vin' (layout(location=0 ) in 2-element array of structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:21 Constant: +0:21 1 (const int) +0:21 Constant: +0:21 0 (const int) +0:22 Sequence +0:22 Sequence +0:22 move second child to first child (temp 4-component vector of float) +0:? 'outStream.position' (out 4-component vector of float Position) +0:22 position: direct index for structure (temp 4-component vector of float) +0:22 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:22 Constant: +0:22 0 (const int) +0:22 move second child to first child (temp 4-component vector of float) +0:22 color: direct index for structure (temp 4-component vector of float) +0:22 'outStream' (layout(location=0 ) out structure{temp 4-component vector of float color, temp 2-component vector of float uv}) +0:22 Constant: +0:22 0 (const int) +0:22 color: direct index for structure (temp 4-component vector of float) +0:22 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:22 Constant: +0:22 1 (const int) +0:22 move second child to first child (temp 2-component vector of float) +0:22 uv: direct index for structure (temp 2-component vector of float) +0:22 'outStream' (layout(location=0 ) out structure{temp 4-component vector of float color, temp 2-component vector of float uv}) +0:22 Constant: +0:22 1 (const int) +0:22 uv: direct index for structure (temp 2-component vector of float) +0:22 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:22 Constant: +0:22 2 (const int) +0:22 EmitVertex (temp void) 0:? Linker Objects -0:? 'vin[0].position' (layout(location=0 ) in 4-component vector of float) -0:? 'vin[0].color' (layout(location=1 ) in 4-component vector of float) -0:? 'vin[0].uv' (layout(location=2 ) in 2-component vector of float) -0:? 'vin[1].position' (layout(location=3 ) in 4-component vector of float) -0:? 'vin[1].color' (layout(location=4 ) in 4-component vector of float) -0:? 'vin[1].uv' (layout(location=5 ) in 2-component vector of float) -0:? 'position' (layout(location=0 ) out 4-component vector of float) -0:? 'color' (layout(location=1 ) out 4-component vector of float) -0:? 'uv' (layout(location=2 ) out 2-component vector of float) +0:? 'vin' (layout(location=0 ) in 2-element array of structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:? 'outStream' (layout(location=0 ) out structure{temp 4-component vector of float color, temp 2-component vector of float uv}) +0:? 'outStream.position' (out 4-component vector of float Position) -SPIR-V is not generated for failed compile or link +// Module Version 10000 +// Generated by (magic number): 80001 +// Id's are bound by 49 + + Capability Geometry + 1: ExtInstImport "GLSL.std.450" + MemoryModel Logical GLSL450 + EntryPoint Geometry 4 "main" 19 36 41 + ExecutionMode 4 InputLines + ExecutionMode 4 Invocations 1 + ExecutionMode 4 OutputTriangleStrip + ExecutionMode 4 OutputVertices 4 + Name 4 "main" + Name 9 "PS_IN" + MemberName 9(PS_IN) 0 "position" + MemberName 9(PS_IN) 1 "color" + MemberName 9(PS_IN) 2 "uv" + Name 11 "vout" + Name 14 "VertexData" + MemberName 14(VertexData) 0 "position" + MemberName 14(VertexData) 1 "color" + MemberName 14(VertexData) 2 "uv" + Name 19 "vin" + Name 36 "outStream.position" + Name 39 "PS_IN" + MemberName 39(PS_IN) 0 "color" + MemberName 39(PS_IN) 1 "uv" + Name 41 "outStream" + Decorate 19(vin) Location 0 + Decorate 36(outStream.position) BuiltIn Position + Decorate 41(outStream) Location 0 + 2: TypeVoid + 3: TypeFunction 2 + 6: TypeFloat 32 + 7: TypeVector 6(float) 4 + 8: TypeVector 6(float) 2 + 9(PS_IN): TypeStruct 7(fvec4) 7(fvec4) 8(fvec2) + 10: TypePointer Function 9(PS_IN) + 12: TypeInt 32 1 + 13: 12(int) Constant 1 + 14(VertexData): TypeStruct 7(fvec4) 7(fvec4) 8(fvec2) + 15: TypeInt 32 0 + 16: 15(int) Constant 2 + 17: TypeArray 14(VertexData) 16 + 18: TypePointer Input 17 + 19(vin): 18(ptr) Variable Input + 20: TypePointer Input 7(fvec4) + 23: TypePointer Function 7(fvec4) + 25: 12(int) Constant 2 + 26: TypePointer Input 8(fvec2) + 29: TypePointer Function 8(fvec2) + 31: 12(int) Constant 0 + 35: TypePointer Output 7(fvec4) +36(outStream.position): 35(ptr) Variable Output + 39(PS_IN): TypeStruct 7(fvec4) 8(fvec2) + 40: TypePointer Output 39(PS_IN) + 41(outStream): 40(ptr) Variable Output + 47: TypePointer Output 8(fvec2) + 4(main): 2 Function None 3 + 5: Label + 11(vout): 10(ptr) Variable Function + 21: 20(ptr) AccessChain 19(vin) 13 13 + 22: 7(fvec4) Load 21 + 24: 23(ptr) AccessChain 11(vout) 13 + Store 24 22 + 27: 26(ptr) AccessChain 19(vin) 13 25 + 28: 8(fvec2) Load 27 + 30: 29(ptr) AccessChain 11(vout) 25 + Store 30 28 + 32: 20(ptr) AccessChain 19(vin) 13 31 + 33: 7(fvec4) Load 32 + 34: 23(ptr) AccessChain 11(vout) 31 + Store 34 33 + 37: 23(ptr) AccessChain 11(vout) 31 + 38: 7(fvec4) Load 37 + Store 36(outStream.position) 38 + 42: 23(ptr) AccessChain 11(vout) 13 + 43: 7(fvec4) Load 42 + 44: 35(ptr) AccessChain 41(outStream) 31 + Store 44 43 + 45: 29(ptr) AccessChain 11(vout) 25 + 46: 8(fvec2) Load 45 + 48: 47(ptr) AccessChain 41(outStream) 13 + Store 48 46 + EmitVertex + Return + FunctionEnd diff --git a/Test/baseResults/hlsl.structin.vert.out b/Test/baseResults/hlsl.structin.vert.out index a5feea8a..5e83ed4f 100755 --- a/Test/baseResults/hlsl.structin.vert.out +++ b/Test/baseResults/hlsl.structin.vert.out @@ -28,50 +28,42 @@ Shader version: 450 0:11 'e' (layout(location=5 ) in 4-component vector of float) 0:13 Sequence 0:13 Sequence -0:13 move second child to first child (temp 4-component vector of float) -0:? 'm[0]' (layout(location=0 ) out 4-component vector of float) -0:13 direct index (temp 4-component vector of float) -0:13 m: direct index for structure (temp 2-element array of 4-component vector of float) -0:13 'local' (temp structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b}) -0:13 Constant: -0:13 0 (const int) +0:13 move second child to first child (temp 2-element array of 4-component vector of float) +0:13 m: direct index for structure (temp 2-element array of 4-component vector of float) +0:13 '@entryPointOutput' (out structure Position{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, smooth temp 4-component vector of float b}) 0:13 Constant: 0:13 0 (const int) -0:13 move second child to first child (temp 4-component vector of float) -0:? 'm[1]' (layout(location=1 ) out 4-component vector of float) -0:13 direct index (temp 4-component vector of float) -0:13 m: direct index for structure (temp 2-element array of 4-component vector of float) -0:13 'local' (temp structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b}) -0:13 Constant: -0:13 0 (const int) +0:13 m: direct index for structure (temp 2-element array of 4-component vector of float) +0:13 'local' (temp structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b}) +0:13 Constant: +0:13 0 (const int) +0:13 move second child to first child (temp 2-component vector of uint) +0:13 coord: direct index for structure (temp 2-component vector of uint) +0:13 '@entryPointOutput' (out structure Position{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, smooth temp 4-component vector of float b}) 0:13 Constant: 0:13 1 (const int) -0:13 move second child to first child (temp 2-component vector of uint) -0:? 'coord' (layout(location=2 ) out 2-component vector of uint) 0:13 coord: direct index for structure (temp 2-component vector of uint) 0:13 'local' (temp structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b}) 0:13 Constant: 0:13 1 (const int) 0:13 move second child to first child (temp 4-component vector of float) -0:? 'b' (layout(location=3 ) smooth out 4-component vector of float) +0:13 b: direct index for structure (smooth temp 4-component vector of float) +0:13 '@entryPointOutput' (out structure Position{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, smooth temp 4-component vector of float b}) +0:13 Constant: +0:13 2 (const int) 0:13 b: direct index for structure (temp 4-component vector of float) 0:13 'local' (temp structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b}) 0:13 Constant: 0:13 2 (const int) 0:13 Branch: Return 0:? Linker Objects -0:? 'm[0]' (layout(location=0 ) out 4-component vector of float) -0:? 'm[1]' (layout(location=1 ) out 4-component vector of float) -0:? 'coord' (layout(location=2 ) out 2-component vector of uint) -0:? 'b' (layout(location=3 ) smooth out 4-component vector of float) +0:? '@entryPointOutput' (out structure Position{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, smooth temp 4-component vector of float b}) 0:? 'd' (layout(location=0 ) in 4-component vector of float) 0:? 'm[0]' (layout(location=1 ) in 4-component vector of float) 0:? 'm[1]' (layout(location=2 ) in 4-component vector of float) 0:? 'coord' (layout(location=3 ) in 2-component vector of uint) -0:? 'b' (layout(location=4 ) in 4-component vector of float) +0:? 'b' (layout(location=4 ) smooth in 4-component vector of float) 0:? 'e' (layout(location=5 ) in 4-component vector of float) -0:? 'm[0]' (layout(location=0 ) out 4-component vector of float) -0:? 'm[1]' (layout(location=1 ) out 4-component vector of float) 0:? 'm[0]' (layout(location=1 ) in 4-component vector of float) 0:? 'm[1]' (layout(location=2 ) in 4-component vector of float) @@ -108,61 +100,53 @@ Shader version: 450 0:11 'e' (layout(location=5 ) in 4-component vector of float) 0:13 Sequence 0:13 Sequence -0:13 move second child to first child (temp 4-component vector of float) -0:? 'm[0]' (layout(location=0 ) out 4-component vector of float) -0:13 direct index (temp 4-component vector of float) -0:13 m: direct index for structure (temp 2-element array of 4-component vector of float) -0:13 'local' (temp structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b}) -0:13 Constant: -0:13 0 (const int) +0:13 move second child to first child (temp 2-element array of 4-component vector of float) +0:13 m: direct index for structure (temp 2-element array of 4-component vector of float) +0:13 '@entryPointOutput' (out structure Position{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, smooth temp 4-component vector of float b}) 0:13 Constant: 0:13 0 (const int) -0:13 move second child to first child (temp 4-component vector of float) -0:? 'm[1]' (layout(location=1 ) out 4-component vector of float) -0:13 direct index (temp 4-component vector of float) -0:13 m: direct index for structure (temp 2-element array of 4-component vector of float) -0:13 'local' (temp structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b}) -0:13 Constant: -0:13 0 (const int) +0:13 m: direct index for structure (temp 2-element array of 4-component vector of float) +0:13 'local' (temp structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b}) +0:13 Constant: +0:13 0 (const int) +0:13 move second child to first child (temp 2-component vector of uint) +0:13 coord: direct index for structure (temp 2-component vector of uint) +0:13 '@entryPointOutput' (out structure Position{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, smooth temp 4-component vector of float b}) 0:13 Constant: 0:13 1 (const int) -0:13 move second child to first child (temp 2-component vector of uint) -0:? 'coord' (layout(location=2 ) out 2-component vector of uint) 0:13 coord: direct index for structure (temp 2-component vector of uint) 0:13 'local' (temp structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b}) 0:13 Constant: 0:13 1 (const int) 0:13 move second child to first child (temp 4-component vector of float) -0:? 'b' (layout(location=3 ) smooth out 4-component vector of float) +0:13 b: direct index for structure (smooth temp 4-component vector of float) +0:13 '@entryPointOutput' (out structure Position{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, smooth temp 4-component vector of float b}) +0:13 Constant: +0:13 2 (const int) 0:13 b: direct index for structure (temp 4-component vector of float) 0:13 'local' (temp structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b}) 0:13 Constant: 0:13 2 (const int) 0:13 Branch: Return 0:? Linker Objects -0:? 'm[0]' (layout(location=0 ) out 4-component vector of float) -0:? 'm[1]' (layout(location=1 ) out 4-component vector of float) -0:? 'coord' (layout(location=2 ) out 2-component vector of uint) -0:? 'b' (layout(location=3 ) smooth out 4-component vector of float) +0:? '@entryPointOutput' (out structure Position{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, smooth temp 4-component vector of float b}) 0:? 'd' (layout(location=0 ) in 4-component vector of float) 0:? 'm[0]' (layout(location=1 ) in 4-component vector of float) 0:? 'm[1]' (layout(location=2 ) in 4-component vector of float) 0:? 'coord' (layout(location=3 ) in 2-component vector of uint) -0:? 'b' (layout(location=4 ) in 4-component vector of float) +0:? 'b' (layout(location=4 ) smooth in 4-component vector of float) 0:? 'e' (layout(location=5 ) in 4-component vector of float) -0:? 'm[0]' (layout(location=0 ) out 4-component vector of float) -0:? 'm[1]' (layout(location=1 ) out 4-component vector of float) 0:? 'm[0]' (layout(location=1 ) in 4-component vector of float) 0:? 'm[1]' (layout(location=2 ) in 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 -// Id's are bound by 59 +// Id's are bound by 61 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 - EntryPoint Vertex 4 "main" 18 20 24 32 35 41 45 50 54 58 + EntryPoint Vertex 4 "main" 18 20 24 32 35 42 60 Name 4 "main" Name 12 "VI" MemberName 12(VI) 0 "m" @@ -174,21 +158,19 @@ Shader version: 450 Name 24 "coord" Name 32 "d" Name 35 "e" - Name 41 "m[0]" - Name 45 "m[1]" - Name 50 "coord" - Name 54 "b" - Name 58 "b" + Name 40 "VI" + MemberName 40(VI) 0 "m" + MemberName 40(VI) 1 "coord" + MemberName 40(VI) 2 "b" + Name 42 "@entryPointOutput" + Name 60 "b" Decorate 18(m[1]) Location 2 Decorate 20(m[0]) Location 1 Decorate 24(coord) Location 3 Decorate 32(d) Location 0 Decorate 35(e) Location 5 - Decorate 41(m[0]) Location 0 - Decorate 45(m[1]) Location 1 - Decorate 50(coord) Location 2 - Decorate 54(b) Location 3 - Decorate 58(b) Location 4 + Decorate 42(@entryPointOutput) BuiltIn Position + Decorate 60(b) Location 4 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 @@ -211,16 +193,17 @@ Shader version: 450 32(d): 17(ptr) Variable Input 35(e): 17(ptr) Variable Input 38: TypePointer Function 7(fvec4) - 40: TypePointer Output 7(fvec4) - 41(m[0]): 40(ptr) Variable Output - 42: 15(int) Constant 0 - 45(m[1]): 40(ptr) Variable Output - 46: 15(int) Constant 1 - 49: TypePointer Output 11(ivec2) - 50(coord): 49(ptr) Variable Output - 51: TypePointer Function 11(ivec2) - 54(b): 40(ptr) Variable Output - 58(b): 17(ptr) Variable Input + 40(VI): TypeStruct 10 11(ivec2) 7(fvec4) + 41: TypePointer Output 40(VI) +42(@entryPointOutput): 41(ptr) Variable Output + 43: 15(int) Constant 0 + 44: TypePointer Function 10 + 47: TypePointer Output 10 + 49: 15(int) Constant 1 + 50: TypePointer Function 11(ivec2) + 53: TypePointer Output 11(ivec2) + 57: TypePointer Output 7(fvec4) + 60(b): 17(ptr) Variable Input 4(main): 2 Function None 3 5: Label 14(local): 13(ptr) Variable Function @@ -238,17 +221,17 @@ Shader version: 450 37: 7(fvec4) FAdd 34 36 39: 38(ptr) AccessChain 14(local) 16 Store 39 37 - 43: 38(ptr) AccessChain 14(local) 42 42 - 44: 7(fvec4) Load 43 - Store 41(m[0]) 44 - 47: 38(ptr) AccessChain 14(local) 42 46 - 48: 7(fvec4) Load 47 - Store 45(m[1]) 48 - 52: 51(ptr) AccessChain 14(local) 46 - 53: 11(ivec2) Load 52 - Store 50(coord) 53 + 45: 44(ptr) AccessChain 14(local) 43 + 46: 10 Load 45 + 48: 47(ptr) AccessChain 42(@entryPointOutput) 43 + Store 48 46 + 51: 50(ptr) AccessChain 14(local) 49 + 52: 11(ivec2) Load 51 + 54: 53(ptr) AccessChain 42(@entryPointOutput) 49 + Store 54 52 55: 38(ptr) AccessChain 14(local) 16 56: 7(fvec4) Load 55 - Store 54(b) 56 + 58: 57(ptr) AccessChain 42(@entryPointOutput) 16 + Store 58 56 Return FunctionEnd diff --git a/Test/hlsl.flatten.return.frag b/Test/hlsl.flatten.return.frag index c633e679..4aa3f501 100644 --- a/Test/hlsl.flatten.return.frag +++ b/Test/hlsl.flatten.return.frag @@ -9,7 +9,7 @@ struct PS_OUTPUT PS_OUTPUT Func1() { - return PS_OUTPUT(float4(1), 2, 3, 4); + return PS_OUTPUT(float4(1,1,1,1), 2, 3, 4); } PS_OUTPUT main() diff --git a/Test/hlsl.pp.tokenpasting.frag b/Test/hlsl.pp.tokenpasting.frag new file mode 100644 index 00000000..5415670f --- /dev/null +++ b/Test/hlsl.pp.tokenpasting.frag @@ -0,0 +1,18 @@ + +#define foobarblee zzzz + +#define ar qqqq + +#define MACRO1(x,y) foo##x##y +// #define MACRO2 abc##def + +// #define SPACE_IN_MACRO int var1 + +float4 main() : SV_Target0 +{ + // float MACRO2 = 10; + float MACRO1(b##ar,blee) = 3; + + return float4(foobarblee,0,0,0); +} + diff --git a/Test/hlsl.struct.split-1.vert b/Test/hlsl.struct.split-1.vert new file mode 100644 index 00000000..ce5f51f9 --- /dev/null +++ b/Test/hlsl.struct.split-1.vert @@ -0,0 +1,25 @@ + +struct VS_INPUT +{ + int x0_in : foo0; + float4 Pos_in : SV_Position; + int x1_in : foo1; +}; + +struct VS_OUTPUT +{ + int x0_out : foo0; + float4 Pos_out : SV_Position; + int x1_out : foo1; +}; + +VS_OUTPUT main(VS_INPUT vsin, float4 Pos_loose : SV_Position) +{ + VS_OUTPUT vsout; + + vsout.x0_out = vsin.x0_in; + vsout.Pos_out = vsin.Pos_in + Pos_loose; + vsout.x1_out = vsin.x1_in; + + return vsout; +} diff --git a/Test/hlsl.struct.split.array.geom b/Test/hlsl.struct.split.array.geom new file mode 100644 index 00000000..9008df16 --- /dev/null +++ b/Test/hlsl.struct.split.array.geom @@ -0,0 +1,21 @@ +struct PSInput +{ + float4 Pos : SV_POSITION; + float2 TexCoord : TEXCOORD; + float3 TerrainPos : TERRAINPOS; + uint VertexID : VertexID; +}; + +typedef PSInput foo_t[2][3]; + +[maxvertexcount(4)] +void main(point uint v[1] : VertexID, inout TriangleStream OutputStream) +{ + foo_t Verts; + + PSInput Out = (PSInput) 0; + + for (int x=0; x<2; ++x) + for (int y=0; y<2; ++y) + Verts[x][y] = Out; +} diff --git a/Test/hlsl.struct.split.call.vert b/Test/hlsl.struct.split.call.vert new file mode 100644 index 00000000..543adebb --- /dev/null +++ b/Test/hlsl.struct.split.call.vert @@ -0,0 +1,32 @@ +// Test passing split structs to functions. + +struct VS_INPUT +{ + int x0_in : foo0; + float4 Pos_in : SV_Position; + int x1_in : foo1; +}; + +struct VS_OUTPUT +{ + int x0_out : foo0; + float4 Pos_out : SV_Position; + int x1_out : foo1; +}; + +void Fn1(VS_INPUT fn1_in, VS_OUTPUT fn1_out) { + fn1_in.Pos_in + fn1_out.Pos_out; +} + +VS_OUTPUT main(VS_INPUT vsin) +{ + VS_OUTPUT vsout; + + vsout.x0_out = vsin.x0_in; + vsout.Pos_out = vsin.Pos_in; + vsout.x1_out = vsin.x1_in; + + Fn1(vsin, vsout); + + return vsout; +} diff --git a/Test/hlsl.struct.split.nested.geom b/Test/hlsl.struct.split.nested.geom new file mode 100644 index 00000000..03bf38f3 --- /dev/null +++ b/Test/hlsl.struct.split.nested.geom @@ -0,0 +1,31 @@ + +struct STRUCT_WITH_NO_BUILTIN_INTERSTAGE_IO +{ + float m0_array[2]; + int m1; +}; + +struct PS_IN +{ + float4 pos : SV_Position; + float2 tc : TEXCOORD0; + // float c : SV_ClipDistance0; +}; + +struct GS_OUT +{ + PS_IN psIn; + STRUCT_WITH_NO_BUILTIN_INTERSTAGE_IO contains_no_builtin_io; +}; + + +[maxvertexcount(3)] +void main(triangle PS_IN tin[3], inout TriangleStream ts ) +{ + GS_OUT o; + + o.psIn.pos = float4(1,2,3,4); + o.psIn.tc = float2(5,6); + + ts.Append(o); +} diff --git a/Test/hlsl.struct.split.trivial.geom b/Test/hlsl.struct.split.trivial.geom new file mode 100644 index 00000000..343da38e --- /dev/null +++ b/Test/hlsl.struct.split.trivial.geom @@ -0,0 +1,21 @@ + +struct PS_IN +{ + float4 pos : SV_Position; +}; + +struct GS_OUT +{ + float4 pos : SV_Position; +}; + +[maxvertexcount(3)] +void main(triangle PS_IN i[3], inout TriangleStream ts) +{ + GS_OUT o; + + for (int x=0; x<3; ++x) { + o.pos = i[x].pos; + ts.Append(o); + } +} diff --git a/Test/hlsl.struct.split.trivial.vert b/Test/hlsl.struct.split.trivial.vert new file mode 100644 index 00000000..351e4182 --- /dev/null +++ b/Test/hlsl.struct.split.trivial.vert @@ -0,0 +1,22 @@ + +// Test trivial case for structure splitting: the IN and OUT structs have ONLY an interstage IO. +// This should fall back to flattening, and not produce any empty structures. + +struct VS_INPUT +{ + float4 Pos_in : SV_Position; +}; + +struct VS_OUTPUT +{ + float4 Pos : SV_Position; +}; + +VS_OUTPUT main(VS_INPUT vsin, float4 Pos_loose : SV_Position) +{ + VS_OUTPUT vsout; + + vsout.Pos = vsin.Pos_in + Pos_loose; + + return vsout; +} diff --git a/Test/hlsl.structarray.flatten.geom b/Test/hlsl.structarray.flatten.geom index 1b05dc11..990532d3 100644 --- a/Test/hlsl.structarray.flatten.geom +++ b/Test/hlsl.structarray.flatten.geom @@ -1,17 +1,23 @@ struct VertexData { - float4 position : POSITION; - float4 color : COLOR0; - float2 uv : TEXCOORD0; + float4 position : POSITION; + float4 color : COLOR0; + float2 uv : TEXCOORD0; +}; + +struct PS_IN { + float4 position : SV_POSITION; + float4 color : COLOR0; + float2 uv : TEXCOORD0; }; [maxvertexcount(4)] -void main(line VertexData vin[2], inout TriangleStream outStream) +void main(line VertexData vin[2], inout TriangleStream outStream) { - VertexData vout; + PS_IN vout; - vout.color = vin[0].color; - vout.uv = vin[0].uv; - vout.position = vin[0].position; + vout.color = vin[1].color; + vout.uv = vin[1].uv; + vout.position = vin[1].position; outStream.Append(vout); } diff --git a/glslang/Include/Types.h b/glslang/Include/Types.h index ae40465b..6bd201d4 100644 --- a/glslang/Include/Types.h +++ b/glslang/Include/Types.h @@ -1223,6 +1223,16 @@ public: typeName = NewPoolTString(copyOf.typeName->c_str()); } + // Recursively make temporary + void makeTemporary() + { + getQualifier().makeTemporary(); + + if (isStruct()) + for (unsigned int i = 0; i < structure->size(); ++i) + (*structure)[i].type->makeTemporary(); + } + TType* clone() const { TType *newType = new TType(); @@ -1309,6 +1319,20 @@ public: virtual bool isImage() const { return basicType == EbtSampler && getSampler().isImage(); } virtual bool isSubpass() const { return basicType == EbtSampler && getSampler().isSubpass(); } + // Return true if this is interstage IO + virtual bool isBuiltInInterstageIO() const + { + switch (getQualifier().builtIn) { + case EbvPosition: + case EbvPointSize: + case EbvClipDistance: + case EbvCullDistance: + return true; + default: + return false; + } + } + // Recursively checks if the type contains the given basic type virtual bool containsBasicType(TBasicType checkType) const { @@ -1376,6 +1400,34 @@ public: return false; } + // Recursively checks if the type contains an interstage IO builtin + virtual bool containsBuiltInInterstageIO() const + { + if (isBuiltInInterstageIO()) + return true; + + if (! structure) + return false; + for (unsigned int i = 0; i < structure->size(); ++i) { + if ((*structure)[i].type->containsBuiltInInterstageIO()) + return true; + } + return false; + } + + // Recursively checks whether a struct contains only interstage IO + virtual bool containsOnlyBuiltInInterstageIO() const + { + if (! structure) + return isBuiltInInterstageIO(); + + for (unsigned int i = 0; i < structure->size(); ++i) { + if (!(*structure)[i].type->containsOnlyBuiltInInterstageIO()) + return false; + } + return true; + } + virtual bool containsNonOpaque() const { // list all non-opaque types diff --git a/gtests/Hlsl.FromFile.cpp b/gtests/Hlsl.FromFile.cpp index 41372f66..fd35af34 100644 --- a/gtests/Hlsl.FromFile.cpp +++ b/gtests/Hlsl.FromFile.cpp @@ -207,6 +207,12 @@ INSTANTIATE_TEST_CASE_P( {"hlsl.shapeConvRet.frag", "main"}, {"hlsl.stringtoken.frag", "main"}, {"hlsl.string.frag", "main"}, + {"hlsl.struct.split-1.vert", "main"}, + {"hlsl.struct.split.array.geom", "main"}, + {"hlsl.struct.split.call.vert", "main"}, + {"hlsl.struct.split.nested.geom", "main"}, + {"hlsl.struct.split.trivial.geom", "main"}, + {"hlsl.struct.split.trivial.vert", "main"}, {"hlsl.structarray.flatten.frag", "main"}, {"hlsl.structarray.flatten.geom", "main"}, {"hlsl.structin.vert", "main"}, diff --git a/hlsl/hlslGrammar.cpp b/hlsl/hlslGrammar.cpp index d0f3b006..22f4c0d8 100755 --- a/hlsl/hlslGrammar.cpp +++ b/hlsl/hlslGrammar.cpp @@ -478,7 +478,7 @@ bool HlslGrammar::acceptFullySpecifiedType(TType& type) // type_specifier if (! acceptType(type)) { // If this is not a type, we may have inadvertently gone down a wrong path - // py parsing "sample", which can be treated like either an identifier or a + // by parsing "sample", which can be treated like either an identifier or a // qualifier. Back it out, if we did. if (qualifier.sample) recedeToken(); diff --git a/hlsl/hlslParseHelper.cpp b/hlsl/hlslParseHelper.cpp index 8791d4c3..613b18a5 100755 --- a/hlsl/hlslParseHelper.cpp +++ b/hlsl/hlslParseHelper.cpp @@ -59,9 +59,12 @@ HlslParseContext::HlslParseContext(TSymbolTable& symbolTable, TIntermediate& int loopNestingLevel(0), annotationNestingLevel(0), structNestingLevel(0), controlFlowNestingLevel(0), postEntryPointReturn(false), limits(resources.limits), + inEntryPoint(false), entryPointOutput(nullptr), nextInLocation(0), nextOutLocation(0), - sourceEntryPointName(sourceEntryPointName) + sourceEntryPointName(sourceEntryPointName), + builtInIoIndex(nullptr), + builtInIoBase(nullptr) { globalUniformDefaults.clear(); globalUniformDefaults.layoutMatrix = ElmRowMajor; @@ -656,11 +659,13 @@ TIntermTyped* HlslParseContext::handleBracketDereference(const TSourceLoc& loc, if (base->getAsSymbolNode() && (wasFlattened(base) || shouldFlatten(base->getType()))) { if (index->getQualifier().storage != EvqConst) - error(loc, "Invalid variable index to flattened uniform array", base->getAsSymbolNode()->getName().c_str(), ""); + error(loc, "Invalid variable index to flattened array", base->getAsSymbolNode()->getName().c_str(), ""); - result = flattenAccess(loc, base, indexValue); + result = flattenAccess(base, indexValue); flattened = (result != base); } else { + splitAccessArray(loc, base, index); + if (index->getQualifier().storage == EvqConst) { if (base->getType().isImplicitlySizedArray()) updateImplicitArraySize(loc, base, indexValue); @@ -765,11 +770,9 @@ TIntermTyped* HlslParseContext::handleDotDereference(const TSourceLoc& loc, TInt } } else if (field == "Append" || field == "RestartStrip") { - // These methods only valid on stage in variables - // TODO: ... which are stream out types, if there's any way to test that here. - if (base->getType().getQualifier().storage == EvqVaryingOut) { - return intermediate.addMethod(base, TType(EbtVoid), &field, loc); - } + // We cannot check the type here: it may be sanitized if we're not compiling a geometry shader, but + // the code is around in the shader source. + return intermediate.addMethod(base, TType(EbtVoid), &field, loc); } // It's not .length() if we get to here. @@ -834,15 +837,21 @@ TIntermTyped* HlslParseContext::handleDotDereference(const TSourceLoc& loc, TInt } } if (fieldFound) { - if (base->getAsSymbolNode() && (wasFlattened(base) || shouldFlatten(base->getType()))) - result = flattenAccess(loc, base, member); - else { - if (base->getType().getQualifier().storage == EvqConst) - result = intermediate.foldDereference(base, member, loc); - else { - TIntermTyped* index = intermediate.addConstantUnion(member, loc); - result = intermediate.addIndex(EOpIndexDirectStruct, base, index, loc); - result->setType(*(*fields)[member].type); + if (base->getAsSymbolNode() && (wasFlattened(base) || shouldFlatten(base->getType()))) { + result = flattenAccess(base, member); + } else { + // Update the base and member to access if this was a split structure. + result = splitAccessStruct(loc, base, member); + fields = base->getType().getStruct(); + + if (result == nullptr) { + if (base->getType().getQualifier().storage == EvqConst) + result = intermediate.foldDereference(base, member, loc); + else { + TIntermTyped* index = intermediate.addConstantUnion(member, loc); + result = intermediate.addIndex(EOpIndexDirectStruct, base, index, loc); + result->setType(*(*fields)[member].type); + } } } } else @@ -853,6 +862,102 @@ TIntermTyped* HlslParseContext::handleDotDereference(const TSourceLoc& loc, TInt return result; } +// Determine whether we should split this type +bool HlslParseContext::shouldSplit(const TType& type) +{ + if (! inEntryPoint) + return false; + + const TStorageQualifier qualifier = type.getQualifier().storage; + + // If it contains interstage IO, but not ONLY interstage IO, split the struct. + return type.isStruct() && type.containsBuiltInInterstageIO() && + (qualifier == EvqVaryingIn || qualifier == EvqVaryingOut); +} + +// Split the type of the given node into two structs: +// 1. interstage IO +// 2. everything else +// IO members are put into the ioStruct. The type is modified to remove them. +void HlslParseContext::split(TIntermTyped* node) +{ + if (node == nullptr) + return; + + TIntermSymbol* symNode = node->getAsSymbolNode(); + + if (symNode == nullptr) + return; + + // Create a new variable: + TType& splitType = split(*symNode->getType().clone(), symNode->getName()); + + splitIoVars[symNode->getId()] = makeInternalVariable(symNode->getName(), splitType); +} + +// Split the type of the given variable into two structs: +void HlslParseContext::split(const TVariable& variable) +{ + const TType& type = variable.getType(); + + TString name = (&variable == entryPointOutput) ? "" : variable.getName(); + + // Create a new variable: + TType& splitType = split(*type.clone(), name); + + splitIoVars[variable.getUniqueId()] = makeInternalVariable(variable.getName(), splitType); +} + +// Recursive implementation of split(const TVariable& variable). +// Returns reference to the modified type. +TType& HlslParseContext::split(TType& type, TString name, const TType* outerStructType) +{ + const TArraySizes* arraySizes = nullptr; + + // At the outer-most scope, remember the struct type so we can examine its storage class + // at deeper levels. + if (outerStructType == nullptr) + outerStructType = &type; + + if (type.isArray()) + arraySizes = &type.getArraySizes(); + + // We can ignore arrayness: it's uninvolved. + if (type.isStruct()) { + TTypeList* userStructure = type.getWritableStruct(); + + // Get iterator to (now at end) set of builtin iterstage IO members + const auto firstIo = std::stable_partition(userStructure->begin(), userStructure->end(), + [](const TTypeLoc& t) {return !t.type->isBuiltInInterstageIO();}); + + // Move those to the builtin IO. However, we also propagate arrayness (just one level is handled + // now) to this variable. + for (auto ioType = firstIo; ioType != userStructure->end(); ++ioType) { + const TType& memberType = *ioType->type; + TVariable* ioVar = makeInternalVariable(name + (name.empty() ? "" : ".") + memberType.getFieldName(), memberType); + + if (arraySizes) + ioVar->getWritableType().newArraySizes(*arraySizes); + + interstageBuiltInIo[tInterstageIoData(memberType, *outerStructType)] = ioVar; + + // Merge qualifier from the user structure + mergeQualifiers(ioVar->getWritableType().getQualifier(), outerStructType->getQualifier()); + } + + // Erase the IO vars from the user structure. + userStructure->erase(firstIo, userStructure->end()); + + // Recurse further into the members. + for (unsigned int i = 0; i < userStructure->size(); ++i) + split(*(*userStructure)[i].type, + name + (name.empty() ? "" : ".") + (*userStructure)[i].type->getFieldName(), + outerStructType); + } + + return type; +} + // Determine whether we should flatten an arbitrary type. bool HlslParseContext::shouldFlatten(const TType& type) const { @@ -868,9 +973,11 @@ bool HlslParseContext::shouldFlattenIO(const TType& type) const const TStorageQualifier qualifier = type.getQualifier().storage; - return type.isStruct() && - (qualifier == EvqVaryingIn || - qualifier == EvqVaryingOut); + if (!type.isStruct()) + return false; + + return ((language == EShLangVertex && qualifier == EvqVaryingIn) || + (language == EShLangFragment && qualifier == EvqVaryingOut)); } // Is this a uniform array which should be flattened? @@ -891,7 +998,7 @@ void HlslParseContext::flatten(const TSourceLoc& loc, const TVariable& variable) // emplace gives back a pair whose .first is an iterator to the item... auto entry = flattenMap.emplace(variable.getUniqueId(), TFlattenData(type.getQualifier().layoutBinding)); - + // ... and the item is a map pair, so first->second is the TFlattenData itself. flatten(loc, variable, type, entry.first->second, ""); } @@ -926,13 +1033,6 @@ void HlslParseContext::flatten(const TSourceLoc& loc, const TVariable& variable) int HlslParseContext::flatten(const TSourceLoc& loc, const TVariable& variable, const TType& type, TFlattenData& flattenData, TString name) { - // TODO: when struct splitting is in place we can remove this restriction. - if (language == EShLangGeometry) { - const TType derefType(type, 0); - if (!isFinalFlattening(derefType) && type.getQualifier().storage == EvqVaryingIn) - error(loc, "recursive type not yet supported in GS input", variable.getName().c_str(), ""); - } - // If something is an arrayed struct, the array flattener will recursively call flatten() // to then flatten the struct, so this is an "if else": we don't do both. if (type.isArray()) @@ -953,7 +1053,7 @@ int HlslParseContext::addFlattenedMember(const TSourceLoc& loc, { if (isFinalFlattening(type)) { // This is as far as we flatten. Insert the variable. - TVariable* memberVariable = makeInternalVariable(memberName.c_str(), type); + TVariable* memberVariable = makeInternalVariable(memberName, type); mergeQualifiers(memberVariable->getWritableType().getQualifier(), variable.getType().getQualifier()); if (flattenData.nextBinding != TQualifier::layoutBindingEnd) @@ -1043,16 +1143,22 @@ int HlslParseContext::flattenArray(const TSourceLoc& loc, const TVariable& varia // Return true if we have flattened this node. bool HlslParseContext::wasFlattened(const TIntermTyped* node) const { - return node != nullptr && - node->getAsSymbolNode() != nullptr && + return node != nullptr && node->getAsSymbolNode() != nullptr && wasFlattened(node->getAsSymbolNode()->getId()); } +// Return true if we have split this structure +bool HlslParseContext::wasSplit(const TIntermTyped* node) const +{ + return node != nullptr && node->getAsSymbolNode() != nullptr && + wasSplit(node->getAsSymbolNode()->getId()); +} + // Turn an access into an aggregate that was flattened to instead be // an access to the individual variable the member was flattened to. // Assumes shouldFlatten() or equivalent was called first. -TIntermTyped* HlslParseContext::flattenAccess(const TSourceLoc&, TIntermTyped* base, int member) +TIntermTyped* HlslParseContext::flattenAccess(TIntermTyped* base, int member) { const TType dereferencedType(base->getType(), member); // dereferenced type @@ -1078,6 +1184,115 @@ TIntermTyped* HlslParseContext::flattenAccess(const TSourceLoc&, TIntermTyped* b } } +// Find and return the split IO TVariable for id, or nullptr if none. +TVariable* HlslParseContext::getSplitIoVar(int id) const +{ + const auto splitIoVar = splitIoVars.find(id); + + if (splitIoVar == splitIoVars.end()) + return nullptr; + + return splitIoVar->second; +} + +// Find and return the split IO TVariable for variable, or nullptr if none. +TVariable* HlslParseContext::getSplitIoVar(const TVariable* var) const +{ + if (var == nullptr) + return nullptr; + + return getSplitIoVar(var->getUniqueId()); +} + +// Find and return the split IO TVariable for symbol in this node, or nullptr if none. +TVariable* HlslParseContext::getSplitIoVar(const TIntermTyped* node) const +{ + if (node == nullptr) + return nullptr; + + const TIntermSymbol* symbolNode = node->getAsSymbolNode(); + + if (symbolNode == nullptr) + return nullptr; + + return getSplitIoVar(symbolNode->getId()); +} + +// Remember the index used to dereference into this structure, in case it has to be moved to a +// split-off builtin IO member. +void HlslParseContext::splitAccessArray(const TSourceLoc& loc, TIntermTyped* base, TIntermTyped* index) +{ + const TVariable* splitIoVar = getSplitIoVar(base); + + // Not a split structure + if (splitIoVar == nullptr) + return; + + if (builtInIoBase) { + error(loc, "only one array dimension supported for builtIn IO variable", "", ""); + return; + } + + builtInIoBase = base; + builtInIoIndex = index; +} + + +// Turn an access into an struct that was split to instead be an +// access to either the modified structure, or a direct reference to +// one of the split member variables. +TIntermTyped* HlslParseContext::splitAccessStruct(const TSourceLoc& loc, TIntermTyped*& base, int& member) +{ + // nothing to do + if (base == nullptr) + return nullptr; + + // We have a pending bracket reference to an outer struct that we may want to move to an inner member. + if (builtInIoBase) + base = builtInIoBase; + + const TVariable* splitIoVar = getSplitIoVar(base); + + if (splitIoVar == nullptr) + return nullptr; + + const TTypeList& members = *base->getType().getStruct(); + + const TType& memberType = *members[member].type; + + if (memberType.isBuiltInInterstageIO()) { + // It's one of the interstage IO variables we split off. + TIntermTyped* builtIn = intermediate.addSymbol(*interstageBuiltInIo[tInterstageIoData(memberType, base->getType())], loc); + + // If there's an array reference to an outer split struct, we re-apply it here. + if (builtInIoIndex != nullptr) { + if (builtInIoIndex->getQualifier().storage == EvqConst) + builtIn = intermediate.addIndex(EOpIndexDirect, builtIn, builtInIoIndex, loc); + else + builtIn = intermediate.addIndex(EOpIndexIndirect, builtIn, builtInIoIndex, loc); + + builtIn->setType(memberType); + + builtInIoIndex = nullptr; + builtInIoBase = nullptr; + } + + return builtIn; + } else { + // It's not an IO variable. Find the equivalent index into the new variable. + base = intermediate.addSymbol(*splitIoVar, loc); + + int newMember = 0; + for (int m=0; misBuiltInInterstageIO()) + ++newMember; + + member = newMember; + + return nullptr; + } +} + // Variables that correspond to the user-interface in and out of a stage // (not the built-in interface) are assigned locations and // registered as a linkage node (part of the stage's external interface). @@ -1105,8 +1320,17 @@ void HlslParseContext::assignLocations(TVariable& variable) auto& memberList = flattenMap[variable.getUniqueId()].members; for (auto member = memberList.begin(); member != memberList.end(); ++member) assignLocation(**member); - } else + } else if (wasSplit(variable.getUniqueId())) { + TVariable* splitIoVar = getSplitIoVar(&variable); + const TTypeList* structure = splitIoVar->getType().getStruct(); + // Struct splitting can produce empty structures if the only members of the + // struct were builtin interstage IO types. Only assign locations if it + // isn't a struct, or is a non-empty struct. + if (structure == nullptr || !structure->empty()) + assignLocation(*splitIoVar); + } else { assignLocation(variable); + } } // @@ -1150,6 +1374,23 @@ TFunction& HlslParseContext::handleFunctionDeclarator(const TSourceLoc& loc, TFu return function; } + +// Add interstage IO variables to the linkage in canonical order. +void HlslParseContext::addInterstageIoToLinkage() +{ + std::vector io; + io.reserve(interstageBuiltInIo.size()); + + for (auto ioVar = interstageBuiltInIo.begin(); ioVar != interstageBuiltInIo.end(); ++ioVar) + io.push_back(ioVar->first); + + // Our canonical order is the TBuiltInVariable numeric order. + std::sort(io.begin(), io.end()); + + for (int idx = 0; idx < int(io.size()); ++idx) + trackLinkageDeferred(*interstageBuiltInIo[io[idx]]); +} + // // Handle seeing the function prototype in front of a function definition in the grammar. // The body is handled after this function returns. @@ -1188,6 +1429,8 @@ TIntermAggregate* HlslParseContext::handleFunctionDefinition(const TSourceLoc& l if (entryPointOutput) { if (shouldFlatten(entryPointOutput->getType())) flatten(loc, *entryPointOutput); + if (shouldSplit(entryPointOutput->getType())) + split(*entryPointOutput); assignLocations(*entryPointOutput); } } else @@ -1215,7 +1458,15 @@ TIntermAggregate* HlslParseContext::handleFunctionDefinition(const TSourceLoc& l for (int i = 0; i < function.getParamCount(); i++) { TParameter& param = function[i]; if (param.name != nullptr) { - TVariable *variable = new TVariable(param.name, *param.type); + TType* sanitizedType; + + // If we're not in the entry point, parameters are sanitized types. + if (inEntryPoint) + sanitizedType = param.type; + else + sanitizedType = sanitizeType(param.type); + + TVariable *variable = new TVariable(param.name, *sanitizedType); // Insert the parameters with name in the symbol table. if (! symbolTable.insert(*variable)) @@ -1225,6 +1476,8 @@ TIntermAggregate* HlslParseContext::handleFunctionDefinition(const TSourceLoc& l if (inEntryPoint) { if (shouldFlatten(*param.type)) flatten(loc, *variable); + if (shouldSplit(*param.type)) + split(*variable); assignLocations(*variable); } @@ -1239,6 +1492,7 @@ TIntermAggregate* HlslParseContext::handleFunctionDefinition(const TSourceLoc& l } else paramNodes = intermediate.growAggregate(paramNodes, intermediate.addSymbol(*param.type, loc), loc); } + intermediate.setAggregateOperator(paramNodes, EOpParameters, TType(EbtVoid), loc); loopNestingLevel = 0; controlFlowNestingLevel = 0; @@ -1373,10 +1627,12 @@ TIntermNode* HlslParseContext::handleReturnValue(const TSourceLoc& loc, TIntermT return intermediate.addBranch(EOpReturn, value, loc); } -void HlslParseContext::handleFunctionArgument(TFunction* function, TIntermTyped*& arguments, TIntermTyped* newArg) +void HlslParseContext::handleFunctionArgument(TFunction* function, + TIntermTyped*& arguments, TIntermTyped* newArg) { TParameter param = { 0, new TType, nullptr }; param.type->shallowCopy(newArg->getType()); + function->addParameter(param); if (arguments) arguments = intermediate.growAggregate(arguments, newArg); @@ -1392,14 +1648,15 @@ TIntermTyped* HlslParseContext::handleAssign(const TSourceLoc& loc, TOperator op if (left == nullptr || right == nullptr) return nullptr; - const auto mustFlatten = [&](const TIntermTyped& node) { - return wasFlattened(&node) && node.getAsSymbolNode() && - flattenMap.find(node.getAsSymbolNode()->getId()) != flattenMap.end(); - }; + const bool isSplitLeft = wasSplit(left); + const bool isSplitRight = wasSplit(right); - const bool flattenLeft = mustFlatten(*left); - const bool flattenRight = mustFlatten(*right); - if (! flattenLeft && ! flattenRight) + 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 memberwise copy. + if (! isFlattenLeft && ! isFlattenRight && !isSplitLeft && !isSplitRight) return intermediate.addAssign(op, left, right, loc); TIntermAggregate* assignList = nullptr; @@ -1425,10 +1682,10 @@ TIntermTyped* HlslParseContext::handleAssign(const TSourceLoc& loc, TOperator op if (left->getType().isArray()) memberCount = left->getType().getCumulativeArraySize(); - if (flattenLeft) + if (isFlattenLeft) leftVariables = &flattenMap.find(left->getAsSymbolNode()->getId())->second.members; - if (flattenRight) { + if (isFlattenRight) { rightVariables = &flattenMap.find(right->getAsSymbolNode()->getId())->second.members; } else { // The RHS is not flattened. There are several cases: @@ -1456,73 +1713,118 @@ TIntermTyped* HlslParseContext::handleAssign(const TSourceLoc& loc, TOperator op int memberIdx = 0; - const auto getMember = [&](bool flatten, TIntermTyped* node, - const TVector& memberVariables, int member, - TOperator op, const TType& memberType) -> TIntermTyped * { + // We track the outer-most aggregate, so that we can use its storage class later. + const TIntermTyped* outerLeft = left; + const TIntermTyped* outerRight = right; + + const auto getMember = [&](bool isLeft, TIntermTyped* node, int member, TIntermTyped* splitNode, int splitMember) -> TIntermTyped * { TIntermTyped* subTree; - if (flatten && isFinalFlattening(memberType)) { - subTree = intermediate.addSymbol(*memberVariables[memberIdx++]); + + const bool flattened = isLeft ? isFlattenLeft : isFlattenRight; + const bool split = isLeft ? isSplitLeft : isSplitRight; + const TIntermTyped* outer = isLeft ? outerLeft : outerRight; + const TVector& flatVariables = isLeft ? *leftVariables : *rightVariables; + const TOperator op = node->getType().isArray() ? EOpIndexDirect : EOpIndexDirectStruct; + const TType derefType(node->getType(), member); + + if (split && derefType.isBuiltInInterstageIO()) { + // copy from interstage IO builtin if needed + subTree = intermediate.addSymbol(*interstageBuiltInIo.find(tInterstageIoData(derefType, outer->getType()))->second); + } else if (flattened && isFinalFlattening(derefType)) { + subTree = intermediate.addSymbol(*flatVariables[memberIdx++]); } else { - subTree = intermediate.addIndex(op, node, intermediate.addConstantUnion(member, loc), loc); - subTree->setType(memberType); + const TType splitDerefType(splitNode->getType(), splitMember); + + subTree = intermediate.addIndex(op, splitNode, intermediate.addConstantUnion(splitMember, loc), loc); + subTree->setType(splitDerefType); } return subTree; }; - // Cannot use auto here, because this is recursive, and auto can't work out the type without seeing the - // whole thing. So, we'll resort to an explicit type via std::function. - const std::function - traverse = [&](TIntermTyped* left, TIntermTyped* right) -> void { - // If we get here, we are assigning to or from a whole array or struct that must be - // flattened, so have to do member-by-member assignment: - - if (left->getType().isArray()) { - // array case - const TType dereferencedType(left->getType(), 0); - - for (int element=0; element < left->getType().getOuterArraySize(); ++element) { - // Add a new AST symbol node if we have a temp variable holding a complex RHS. - TIntermTyped* subRight = getMember(flattenRight, right, *rightVariables, element, - EOpIndexDirect, dereferencedType); - TIntermTyped* subLeft = getMember(flattenLeft, left, *leftVariables, element, - EOpIndexDirect, dereferencedType); - - if (isFinalFlattening(dereferencedType)) - assignList = intermediate.growAggregate(assignList, intermediate.addAssign(op, subLeft, subRight, loc), loc); - else - traverse(subLeft, subRight); - } - } else if (left->getType().isStruct()) { - // struct case - const auto& members = *left->getType().getStruct(); - - for (int member = 0; member < (int)members.size(); ++member) { - TIntermTyped* subRight = getMember(flattenRight, right, *rightVariables, member, - EOpIndexDirectStruct, *members[member].type); - TIntermTyped* subLeft = getMember(flattenLeft, left, *leftVariables, member, - EOpIndexDirectStruct, *members[member].type); - - if (isFinalFlattening(*members[member].type)) - assignList = intermediate.growAggregate(assignList, intermediate.addAssign(op, subLeft, subRight, loc), loc); - else - traverse(subLeft, subRight); - } - } else { - assert(0); // we should never be called on a non-flattenable thing, because - // that case bails out above to a simple copy. - } - - }; - // Use the proper RHS node: a new symbol from a TVariable, copy // of an TIntermSymbol node, or sometimes the right node directly. right = rhsTempVar ? intermediate.addSymbol(*rhsTempVar, loc) : cloneSymNode ? intermediate.addSymbol(*cloneSymNode) : right; + // Cannot use auto here, because this is recursive, and auto can't work out the type without seeing the + // whole thing. So, we'll resort to an explicit type via std::function. + const std::function + traverse = [&](TIntermTyped* left, TIntermTyped* right, TIntermTyped* splitLeft, TIntermTyped* splitRight) -> void { + // If we get here, we are assigning to or from a whole array or struct that must be + // flattened, so have to do member-by-member assignment: + + if (left->getType().isArray()) { + const TType dereferencedType(left->getType(), 0); + + // array case + for (int element=0; element < left->getType().getOuterArraySize(); ++element) { + // Add a new AST symbol node if we have a temp variable holding a complex RHS. + TIntermTyped* subLeft = getMember(true, left, element, left, element); + TIntermTyped* subRight = getMember(false, right, element, right, element); + + if (isFinalFlattening(dereferencedType)) + assignList = intermediate.growAggregate(assignList, intermediate.addAssign(op, subLeft, subRight, loc), loc); + else + traverse(subLeft, subRight, splitLeft, splitRight); + } + } else if (left->getType().isStruct()) { + // struct case + const auto& membersL = *left->getType().getStruct(); + const auto& membersR = *right->getType().getStruct(); + + // These track the members in the split structures corresponding to the same in the unsplit structures, + // which we traverse in parallel. + int memberL = 0; + int memberR = 0; + + for (int member = 0; member < int(membersL.size()); ++member) { + const TType& typeL = *membersL[member].type; + const TType& typeR = *membersR[member].type; + + TIntermTyped* subLeft = getMember(true, left, member, left, member); + TIntermTyped* subRight = getMember(false, right, member, right, member); + + // If there is no splitting, use the same values to avoid inefficiency. + TIntermTyped* subSplitLeft = isSplitLeft ? getMember(true, left, member, splitLeft, memberL) : subLeft; + TIntermTyped* subSplitRight = isSplitRight ? getMember(false, right, member, splitRight, memberR) : subRight; + + // If this is the final flattening (no nested types below to flatten) we'll copy the member, else + // recurse into the type hierarchy. However, if splitting the struct, that means we can copy a whole + // subtree here IFF it does not itself contain any interstage built-in IO variables, so we only have to + // recurse into it if there's something for splitting to do. That can save a lot of AST verbosity for + // a bunch of memberwise copies. + if (isFinalFlattening(typeL) || (!isFlattenLeft && !isFlattenRight && + !typeL.containsBuiltInInterstageIO() && !typeR.containsBuiltInInterstageIO())) { + assignList = intermediate.growAggregate(assignList, intermediate.addAssign(op, subSplitLeft, subSplitRight, loc), loc); + } else { + traverse(subLeft, subRight, subSplitLeft, subSplitRight); + } + + memberL += (typeL.isBuiltInInterstageIO() ? 0 : 1); + memberR += (typeR.isBuiltInInterstageIO() ? 0 : 1); + } + } else { + assert(0); // we should never be called on a non-flattenable thing, because + // that case bails out above to a simple copy. + } + + }; + + TIntermTyped* splitLeft = left; + TIntermTyped* splitRight = right; + + // 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 builtin IO vars. + if (isSplitLeft) + splitLeft = intermediate.addSymbol(*getSplitIoVar(left), loc); + + if (isSplitRight) + splitRight = intermediate.addSymbol(*getSplitIoVar(right), loc); + // This makes the whole assignment, recursing through subtypes as needed. - traverse(left, right); + traverse(left, right, splitLeft, splitRight); assert(assignList != nullptr); assignList->setOperator(EOpSequence); @@ -2214,9 +2516,9 @@ void HlslParseContext::decomposeGeometryMethods(const TSourceLoc& loc, TIntermTy emit->setType(TType(EbtVoid)); sequence = intermediate.growAggregate(sequence, - intermediate.addAssign(EOpAssign, - argAggregate->getSequence()[0]->getAsTyped(), - argAggregate->getSequence()[1]->getAsTyped(), loc), + handleAssign(loc, EOpAssign, + argAggregate->getSequence()[0]->getAsTyped(), + argAggregate->getSequence()[1]->getAsTyped()), loc); sequence = intermediate.growAggregate(sequence, emit); @@ -2840,7 +3142,7 @@ void HlslParseContext::addInputArgumentConversions(const TFunction& function, TI else error(arg->getLoc(), "cannot convert input argument, argument", "", "%d", i); } else { - if (wasFlattened(arg)) { + if (wasFlattened(arg) || wasSplit(arg)) { // Will make a two-level subtree. // The deepest will copy member-by-member to build the structure to pass. // The level above that will be a two-operand EOpComma sequence that follows the copy by the @@ -4781,6 +5083,43 @@ void HlslParseContext::declareTypedef(const TSourceLoc& loc, TString& identifier error(loc, "name already defined", "typedef", identifier.c_str()); } +// Type sanitization: return existing sanitized (temporary) type if there is one, else make new one. +TType* HlslParseContext::sanitizeType(TType* type) +{ + // We only do this for structs. + if (!type->isStruct()) + return type; + + // Type sanitization: if this is declaring a variable of a type that contains + // interstage IO, we want to make it a temporary. + const auto sanitizedTypeIter = sanitizedTypeMap.find(type->getStruct()); + + if (sanitizedTypeIter != sanitizedTypeMap.end()) { + // We've sanitized this before. Use that one. + TType* sanitizedType = new TType(); + sanitizedType->shallowCopy(*sanitizedTypeIter->second); + + // Arrayness is not part of the sanitized type. Use the input type's arrayness. + if (type->isArray()) + sanitizedType->newArraySizes(type->getArraySizes()); + else + sanitizedType->clearArraySizes(); + return sanitizedType; + } else { + if (type->containsBuiltInInterstageIO()) { + // This means the type contains interstage IO, but we've never encountered it before. + // Copy it, sanitize it, and remember it in the sanitizedTypeMap + TType* sanitizedType = type->clone(); + sanitizedType->makeTemporary(); + sanitizedTypeMap[type->getStruct()] = sanitizedType; + return sanitizedType; + } else { + // This means the type has no interstage IO, so we can use it as is. + return type; + } + } +} + // // Do everything necessary to handle a variable (non-block) declaration. // Either redeclaring a variable, or making a new one, updating the symbol @@ -4806,15 +5145,20 @@ TIntermNode* HlslParseContext::declareVariable(const TSourceLoc& loc, TString& i inheritGlobalDefaults(type.getQualifier()); const bool flattenVar = shouldFlatten(type); + const bool splitVar = shouldSplit(type); + + // Type sanitization: if this is declaring a variable of a type that contains + // interstage IO, we want to make it a temporary. + TType* sanitizedType = sanitizeType(&type); // Declare the variable if (type.isArray()) { // array case - declareArray(loc, identifier, type, symbol, !flattenVar); + declareArray(loc, identifier, *sanitizedType, symbol, !flattenVar); } else { // non-array case if (! symbol) - symbol = declareNonArray(loc, identifier, type, !flattenVar); + symbol = declareNonArray(loc, identifier, *sanitizedType, !flattenVar); else if (type != symbol->getType()) error(loc, "cannot change the type of", "redeclaration", symbol->getName().c_str()); } @@ -4822,6 +5166,9 @@ TIntermNode* HlslParseContext::declareVariable(const TSourceLoc& loc, TString& i if (flattenVar) flatten(loc, *symbol->getAsVariable()); + if (splitVar) + split(*symbol->getAsVariable()); + if (! symbol) return nullptr; @@ -5863,4 +6210,13 @@ void HlslParseContext::renameShaderFunction(TString*& name) const name = new TString(intermediate.getEntryPointName().c_str()); } +// post-processing +void HlslParseContext::finish() +{ + addInterstageIoToLinkage(); + + TParseContextBase::finish(); +} + + } // end namespace glslang diff --git a/hlsl/hlslParseHelper.h b/hlsl/hlslParseHelper.h index 229f697a..47ea5aa8 100755 --- a/hlsl/hlslParseHelper.h +++ b/hlsl/hlslParseHelper.h @@ -186,6 +186,9 @@ protected: void fixConstInit(const TSourceLoc&, TString& identifier, TType& type, TIntermTyped*& initializer); void inheritGlobalDefaults(TQualifier& dst) const; TVariable* makeInternalVariable(const char* name, const TType&) const; + TVariable* makeInternalVariable(const TString& name, const TType& type) const { + return makeInternalVariable(name.c_str(), type); + } TVariable* declareNonArray(const TSourceLoc&, TString& identifier, TType&, bool track); void declareArray(const TSourceLoc&, TString& identifier, const TType&, TSymbol*&, bool track); TIntermNode* executeInitializer(const TSourceLoc&, TIntermTyped* initializer, TVariable* variable); @@ -198,7 +201,7 @@ protected: // Array and struct flattening bool shouldFlatten(const TType& type) const; - TIntermTyped* flattenAccess(const TSourceLoc&, TIntermTyped* base, int member); + TIntermTyped* flattenAccess(TIntermTyped* base, int member); bool shouldFlattenIO(const TType&) const; bool shouldFlattenUniform(const TType&) const; bool wasFlattened(const TIntermTyped* node) const; @@ -206,11 +209,30 @@ protected: int addFlattenedMember(const TSourceLoc& loc, const TVariable&, const TType&, TFlattenData&, const TString& name, bool track); bool isFinalFlattening(const TType& type) const { return !(type.isStruct() || type.isArray()); } + // Structure splitting (splits interstage builtin types into its own struct) + bool shouldSplit(const TType&); + TIntermTyped* splitAccessStruct(const TSourceLoc& loc, TIntermTyped*& base, int& member); + void splitAccessArray(const TSourceLoc& loc, TIntermTyped* base, TIntermTyped* index); + TType& split(TType& type, TString name, const TType* outerStructType = nullptr); + void split(TIntermTyped*); + void split(const TVariable&); + bool wasSplit(const TIntermTyped* node) const; + bool wasSplit(int id) const { return splitIoVars.find(id) != splitIoVars.end(); } + TVariable* getSplitIoVar(const TIntermTyped* node) const; + TVariable* getSplitIoVar(const TVariable* var) const; + TVariable* getSplitIoVar(int id) const; + void addInterstageIoToLinkage(); + void flatten(const TSourceLoc& loc, const TVariable& variable); int flatten(const TSourceLoc& loc, const TVariable& variable, const TType&, TFlattenData&, TString name); int flattenStruct(const TSourceLoc& loc, const TVariable& variable, const TType&, TFlattenData&, TString name); int flattenArray(const TSourceLoc& loc, const TVariable& variable, const TType&, TFlattenData&, TString name); + // Type sanitization: return existing sanitized (temporary) type if there is one, else make new one. + TType* sanitizeType(TType*); + + void finish(); // post-processing + // Current state of parsing struct TPragma contextPragma; int loopNestingLevel; // 0 if outside all loops @@ -276,6 +298,38 @@ protected: TVector flattenLevel; // nested postfix operator level for flattening TVector flattenOffset; // cumulative offset for flattening + // Sanitized type map. During declarations we use the sanitized form of the type + // if it exists. + TMap sanitizedTypeMap; + + // Structure splitting data: + TMap splitIoVars; // variables with the builtin interstage IO removed, indexed by unique ID. + + // The builtin interstage IO map considers e.g, EvqPosition on input and output separately, so that we + // can build the linkage correctly if position appears on both sides. Otherwise, multiple positions + // are considered identical. + struct tInterstageIoData { + tInterstageIoData(const TType& memberType, const TType& storageType) : + builtIn(memberType.getQualifier().builtIn), + storage(storageType.getQualifier().storage) { } + + TBuiltInVariable builtIn; + TStorageQualifier storage; + + // ordering for maps + bool operator<(const tInterstageIoData d) const { + return (builtIn != d.builtIn) ? (builtIn < d.builtIn) : (storage < d.storage); + } + }; + + TMap interstageBuiltInIo; // individual builtin interstage IO vars, inxed by builtin type. + + // We have to move array references to structs containing builtin interstage IO to the split variables. + // This is only handled for one level. This stores the index, because we'll need it in the future, since + // unlike normal array references, here the index happens before we discover what it applies to. + TIntermTyped* builtInIoIndex; + TIntermTyped* builtInIoBase; + unsigned int nextInLocation; unsigned int nextOutLocation;