HLSL: Add shape conversions for scalar -> vector assigments.
Also, this allows turning on the error check for a failed assigment when parsing. This makes 39 HLSL tests have a working assignment that was previously silently dropped, due to lack of this functionality.
This commit is contained in:
152
Test/baseResults/hlsl.shapeConv.frag.out
Executable file
152
Test/baseResults/hlsl.shapeConv.frag.out
Executable file
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hlsl.shapeConv.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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0:14 Function Definition: PixelShaderFunction(vf4;f1; (global 4-component vector of float)
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0:2 Function Parameters:
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0:2 'input' (in 4-component vector of float)
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0:2 'f' (in float)
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0:? Sequence
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0:4 move second child to first child (temp 4-component vector of float)
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0:4 'v' (temp 4-component vector of float)
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0:4 Constant:
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0:4 1.000000
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0:4 1.000000
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0:4 1.000000
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0:4 1.000000
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0:5 move second child to first child (temp 4-component vector of float)
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0:5 'v' (temp 4-component vector of float)
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0:5 Constant:
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0:5 2.000000
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0:5 2.000000
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0:5 2.000000
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0:5 2.000000
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0:6 move second child to first child (temp 4-component vector of float)
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0:6 'v' (temp 4-component vector of float)
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0:6 Construct vec4 (temp 4-component vector of float)
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0:6 'f' (in float)
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0:8 move second child to first child (temp 3-component vector of float)
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0:8 'u' (temp 3-component vector of float)
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0:8 Constant:
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0:8 1.000000
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0:8 1.000000
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0:8 1.000000
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0:9 move second child to first child (temp 3-component vector of float)
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0:9 'u' (temp 3-component vector of float)
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0:9 Constant:
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0:9 2.000000
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0:9 2.000000
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0:9 2.000000
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0:10 move second child to first child (temp 3-component vector of float)
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0:10 'u' (temp 3-component vector of float)
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0:10 Construct vec3 (temp 3-component vector of float)
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0:10 Construct float (temp float)
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0:10 'f' (in float)
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0:12 Branch: Return with expression
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0:12 'input' (in 4-component vector of float)
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0:? Linker Objects
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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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0:14 Function Definition: PixelShaderFunction(vf4;f1; (global 4-component vector of float)
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0:2 Function Parameters:
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0:2 'input' (in 4-component vector of float)
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0:2 'f' (in float)
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0:? Sequence
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0:4 move second child to first child (temp 4-component vector of float)
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0:4 'v' (temp 4-component vector of float)
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0:4 Constant:
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0:4 1.000000
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0:4 1.000000
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0:4 1.000000
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0:4 1.000000
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0:5 move second child to first child (temp 4-component vector of float)
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0:5 'v' (temp 4-component vector of float)
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0:5 Constant:
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0:5 2.000000
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0:5 2.000000
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0:5 2.000000
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0:5 2.000000
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0:6 move second child to first child (temp 4-component vector of float)
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0:6 'v' (temp 4-component vector of float)
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0:6 Construct vec4 (temp 4-component vector of float)
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0:6 'f' (in float)
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0:8 move second child to first child (temp 3-component vector of float)
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0:8 'u' (temp 3-component vector of float)
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0:8 Constant:
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0:8 1.000000
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0:8 1.000000
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0:8 1.000000
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0:9 move second child to first child (temp 3-component vector of float)
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0:9 'u' (temp 3-component vector of float)
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0:9 Constant:
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0:9 2.000000
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0:9 2.000000
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0:9 2.000000
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0:10 move second child to first child (temp 3-component vector of float)
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0:10 'u' (temp 3-component vector of float)
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0:10 Construct vec3 (temp 3-component vector of float)
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0:10 Construct float (temp float)
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0:10 'f' (in float)
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0:12 Branch: Return with expression
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0:12 'input' (in 4-component vector of float)
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0:? Linker Objects
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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 32
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "main"
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ExecutionMode 4 OriginUpperLeft
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Source HLSL 450
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Name 4 "main"
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Name 13 "PixelShaderFunction(vf4;f1;"
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Name 11 "input"
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Name 12 "f"
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Name 15 "v"
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Name 24 "u"
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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7: TypeVector 6(float) 4
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8: TypePointer Function 7(fvec4)
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9: TypePointer Function 6(float)
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10: TypeFunction 7(fvec4) 8(ptr) 9(ptr)
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16: 6(float) Constant 1065353216
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17: 7(fvec4) ConstantComposite 16 16 16 16
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18: 6(float) Constant 1073741824
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19: 7(fvec4) ConstantComposite 18 18 18 18
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22: TypeVector 6(float) 3
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23: TypePointer Function 22(fvec3)
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25: 22(fvec3) ConstantComposite 16 16 16
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26: 22(fvec3) ConstantComposite 18 18 18
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4(main): 2 Function None 3
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5: Label
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FunctionEnd
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13(PixelShaderFunction(vf4;f1;): 7(fvec4) Function None 10
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11(input): 8(ptr) FunctionParameter
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12(f): 9(ptr) FunctionParameter
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14: Label
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15(v): 8(ptr) Variable Function
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24(u): 23(ptr) Variable Function
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Store 15(v) 17
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Store 15(v) 19
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20: 6(float) Load 12(f)
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21: 7(fvec4) CompositeConstruct 20 20 20 20
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Store 15(v) 21
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Store 24(u) 25
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Store 24(u) 26
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27: 6(float) Load 12(f)
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28: 22(fvec3) CompositeConstruct 27 27 27
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Store 24(u) 28
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29: 7(fvec4) Load 11(input)
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ReturnValue 29
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FunctionEnd
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