Add amend ability for anonymous blocks, so they can grow between function bodies.
This commit is contained in:
207
Test/baseResults/hlsl.amend.frag.out
Executable file
207
Test/baseResults/hlsl.amend.frag.out
Executable file
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hlsl.amend.frag
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:5 Function Definition: f1( (temp void)
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0:5 Function Parameters:
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0:? Sequence
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0:6 vector-scale (temp 4-component vector of float)
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0:6 a: direct index for structure (layout(offset=0 ) uniform 4-component vector of float)
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0:6 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
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0:6 Constant:
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0:6 0 (const uint)
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0:6 b: direct index for structure (layout(offset=16 ) uniform float)
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0:6 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
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0:6 Constant:
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0:6 1 (const uint)
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0:12 Function Definition: f2( (temp void)
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0:12 Function Parameters:
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0:? Sequence
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0:13 add (temp float)
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0:13 add (temp float)
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0:13 direct index (temp float)
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0:13 a: direct index for structure (layout(offset=0 ) uniform 4-component vector of float)
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0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
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0:13 Constant:
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0:13 0 (const uint)
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0:13 Constant:
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0:13 0 (const int)
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0:13 b: direct index for structure (layout(offset=16 ) uniform float)
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0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
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0:13 Constant:
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0:13 1 (const uint)
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0:13 direct index (temp float)
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0:13 c: direct index for structure (layout(offset=32 ) uniform 3-component vector of float)
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0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
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0:13 Constant:
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0:13 2 (const uint)
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0:13 Constant:
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0:13 0 (const int)
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0:17 Function Definition: f3( (temp void)
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0:17 Function Parameters:
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0:? Sequence
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0:18 c: direct index for structure (layout(offset=32 ) uniform 3-component vector of float)
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0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
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0:18 Constant:
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0:18 2 (const uint)
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0:24 Function Definition: f4( (temp void)
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0:24 Function Parameters:
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0:? Sequence
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0:25 vector-scale (temp 4-component vector of float)
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0:25 Convert int to float (temp float)
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0:25 d: direct index for structure (layout(offset=44 ) uniform int)
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0:25 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
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0:25 Constant:
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0:25 3 (const uint)
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0:25 a: direct index for structure (layout(offset=0 ) uniform 4-component vector of float)
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0:25 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
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0:25 Constant:
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0:25 0 (const uint)
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0:? Linker Objects
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0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
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Linked fragment stage:
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:5 Function Definition: f1( (temp void)
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0:5 Function Parameters:
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0:? Sequence
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0:6 vector-scale (temp 4-component vector of float)
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0:6 a: direct index for structure (layout(offset=0 ) uniform 4-component vector of float)
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0:6 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
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0:6 Constant:
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0:6 0 (const uint)
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0:6 b: direct index for structure (layout(offset=16 ) uniform float)
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0:6 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
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0:6 Constant:
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0:6 1 (const uint)
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0:12 Function Definition: f2( (temp void)
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0:12 Function Parameters:
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0:? Sequence
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0:13 add (temp float)
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0:13 add (temp float)
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0:13 direct index (temp float)
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0:13 a: direct index for structure (layout(offset=0 ) uniform 4-component vector of float)
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0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
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0:13 Constant:
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0:13 0 (const uint)
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0:13 Constant:
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0:13 0 (const int)
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0:13 b: direct index for structure (layout(offset=16 ) uniform float)
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0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
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0:13 Constant:
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0:13 1 (const uint)
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0:13 direct index (temp float)
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0:13 c: direct index for structure (layout(offset=32 ) uniform 3-component vector of float)
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0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
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0:13 Constant:
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0:13 2 (const uint)
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0:13 Constant:
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0:13 0 (const int)
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0:17 Function Definition: f3( (temp void)
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0:17 Function Parameters:
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0:? Sequence
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0:18 c: direct index for structure (layout(offset=32 ) uniform 3-component vector of float)
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0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
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0:18 Constant:
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0:18 2 (const uint)
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0:24 Function Definition: f4( (temp void)
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0:24 Function Parameters:
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0:? Sequence
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0:25 vector-scale (temp 4-component vector of float)
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0:25 Convert int to float (temp float)
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0:25 d: direct index for structure (layout(offset=44 ) uniform int)
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0:25 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
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0:25 Constant:
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0:25 3 (const uint)
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0:25 a: direct index for structure (layout(offset=0 ) uniform 4-component vector of float)
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0:25 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
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0:25 Constant:
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0:25 0 (const uint)
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0:? Linker Objects
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0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
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// Module Version 10000
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// Generated by (magic number): 80001
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// Id's are bound by 47
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "f1"
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ExecutionMode 4 OriginUpperLeft
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Name 4 "f1"
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Name 6 "f2("
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Name 8 "f3("
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Name 10 "f4("
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Name 16 "$Global"
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MemberName 16($Global) 0 "a"
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MemberName 16($Global) 1 "b"
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MemberName 16($Global) 2 "c"
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MemberName 16($Global) 3 "d"
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MemberName 16($Global) 4 "e"
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Name 18 ""
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MemberDecorate 16($Global) 0 Offset 0
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MemberDecorate 16($Global) 1 Offset 16
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MemberDecorate 16($Global) 2 Offset 32
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MemberDecorate 16($Global) 3 Offset 44
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MemberDecorate 16($Global) 4 Offset 48
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Decorate 16($Global) Block
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Decorate 18 DescriptorSet 0
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2: TypeVoid
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3: TypeFunction 2
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12: TypeFloat 32
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13: TypeVector 12(float) 4
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14: TypeVector 12(float) 3
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15: TypeInt 32 1
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16($Global): TypeStruct 13(fvec4) 12(float) 14(fvec3) 15(int) 15(int)
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17: TypePointer Uniform 16($Global)
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18: 17(ptr) Variable Uniform
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19: 15(int) Constant 0
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20: TypePointer Uniform 13(fvec4)
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23: 15(int) Constant 1
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24: TypePointer Uniform 12(float)
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28: TypeInt 32 0
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29: 28(int) Constant 0
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35: 15(int) Constant 2
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39: 15(int) Constant 3
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40: TypePointer Uniform 15(int)
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4(f1): 2 Function None 3
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5: Label
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21: 20(ptr) AccessChain 18 19
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22: 13(fvec4) Load 21
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25: 24(ptr) AccessChain 18 23
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26: 12(float) Load 25
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27: 13(fvec4) VectorTimesScalar 22 26
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Return
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FunctionEnd
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6(f2(): 2 Function None 3
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7: Label
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30: 24(ptr) AccessChain 18 19 29
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31: 12(float) Load 30
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32: 24(ptr) AccessChain 18 23
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33: 12(float) Load 32
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34: 12(float) FAdd 31 33
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36: 24(ptr) AccessChain 18 35 29
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37: 12(float) Load 36
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38: 12(float) FAdd 34 37
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Return
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FunctionEnd
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8(f3(): 2 Function None 3
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9: Label
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Return
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FunctionEnd
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10(f4(): 2 Function None 3
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11: Label
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41: 40(ptr) AccessChain 18 39
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42: 15(int) Load 41
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43: 12(float) ConvertSToF 42
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44: 20(ptr) AccessChain 18 19
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45: 13(fvec4) Load 44
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46: 13(fvec4) VectorTimesScalar 45 43
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Return
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FunctionEnd
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28
Test/hlsl.amend.frag
Executable file
28
Test/hlsl.amend.frag
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@@ -0,0 +1,28 @@
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float4 a;
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float b;
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void f1()
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{
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a * b;
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}
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float3 c;
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void f2()
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{
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a.x + b + c.x;
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}
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void f3()
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{
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c;
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}
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int d;
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void f4()
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{
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d * a;
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}
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int e;
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