This needs some render testing, but is destined to be part of master. This also leads to a variety of other simplifications. - IO are global symbols, so only need one list of linkage nodes (deferred) - no longer need parse-context-wide 'inEntryPoint' state, entry-point is localized - several parts of splitting/flattening are now localized
196 lines
10 KiB
Plaintext
196 lines
10 KiB
Plaintext
hlsl.struct.split.trivial.vert
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Shader version: 450
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0:? Sequence
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0:16 Function Definition: @main(struct-VS_INPUT-vf41;vf4; (temp structure{temp 4-component vector of float Position Pos})
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0:16 Function Parameters:
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0:16 'vsin' (in structure{temp 4-component vector of float Pos_in})
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0:16 'Pos_loose' (in 4-component vector of float Position)
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0:? Sequence
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0:19 move second child to first child (temp 4-component vector of float)
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0:19 Pos: direct index for structure (temp 4-component vector of float)
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0:19 'vsout' (temp structure{temp 4-component vector of float Pos})
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0:19 Constant:
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0:19 0 (const int)
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0:19 add (temp 4-component vector of float)
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0:19 Pos_in: direct index for structure (temp 4-component vector of float)
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0:19 'vsin' (in structure{temp 4-component vector of float Pos_in})
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0:19 Constant:
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0:19 0 (const int)
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0:19 'Pos_loose' (in 4-component vector of float Position)
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0:21 Branch: Return with expression
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0:21 'vsout' (temp structure{temp 4-component vector of float Pos})
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0:16 Function Definition: main( (temp void)
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0:16 Function Parameters:
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0:? Sequence
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0:16 Sequence
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0:16 move second child to first child (temp 4-component vector of float)
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0:16 Pos_in: direct index for structure (temp 4-component vector of float)
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0:? 'vsin' (temp structure{temp 4-component vector of float Pos_in})
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0:16 Constant:
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0:16 0 (const int)
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0:? 'Pos_in' (in 4-component vector of float Position)
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0:16 move second child to first child (temp 4-component vector of float)
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0:? 'Pos_loose' (temp 4-component vector of float)
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0:? 'Pos_loose' (in 4-component vector of float Position)
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0:16 Sequence
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0:16 move second child to first child (temp 4-component vector of float)
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0:? '@entryPointOutput_Pos' (out 4-component vector of float Position)
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0:16 Pos: direct index for structure (temp 4-component vector of float Position)
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0:16 Function Call: @main(struct-VS_INPUT-vf41;vf4; (temp structure{temp 4-component vector of float Position Pos})
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0:? 'vsin' (temp structure{temp 4-component vector of float Pos_in})
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0:? 'Pos_loose' (temp 4-component vector of float)
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0:16 Constant:
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0:16 0 (const int)
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0:? Linker Objects
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0:? 'Pos_in' (in 4-component vector of float Position)
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0:? 'Pos_loose' (in 4-component vector of float Position)
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0:? 'PerVertex_out' (out block{out 4-component vector of float Position @entryPointOutput_Pos})
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Linked vertex stage:
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Shader version: 450
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0:? Sequence
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0:16 Function Definition: @main(struct-VS_INPUT-vf41;vf4; (temp structure{temp 4-component vector of float Position Pos})
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0:16 Function Parameters:
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0:16 'vsin' (in structure{temp 4-component vector of float Pos_in})
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0:16 'Pos_loose' (in 4-component vector of float Position)
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0:? Sequence
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0:19 move second child to first child (temp 4-component vector of float)
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0:19 Pos: direct index for structure (temp 4-component vector of float)
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0:19 'vsout' (temp structure{temp 4-component vector of float Pos})
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0:19 Constant:
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0:19 0 (const int)
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0:19 add (temp 4-component vector of float)
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0:19 Pos_in: direct index for structure (temp 4-component vector of float)
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0:19 'vsin' (in structure{temp 4-component vector of float Pos_in})
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0:19 Constant:
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0:19 0 (const int)
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0:19 'Pos_loose' (in 4-component vector of float Position)
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0:21 Branch: Return with expression
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0:21 'vsout' (temp structure{temp 4-component vector of float Pos})
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0:16 Function Definition: main( (temp void)
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0:16 Function Parameters:
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0:? Sequence
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0:16 Sequence
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0:16 move second child to first child (temp 4-component vector of float)
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0:16 Pos_in: direct index for structure (temp 4-component vector of float)
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0:? 'vsin' (temp structure{temp 4-component vector of float Pos_in})
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0:16 Constant:
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0:16 0 (const int)
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0:? 'Pos_in' (in 4-component vector of float Position)
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0:16 move second child to first child (temp 4-component vector of float)
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0:? 'Pos_loose' (temp 4-component vector of float)
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0:? 'Pos_loose' (in 4-component vector of float Position)
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0:16 Sequence
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0:16 move second child to first child (temp 4-component vector of float)
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0:? '@entryPointOutput_Pos' (out 4-component vector of float Position)
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0:16 Pos: direct index for structure (temp 4-component vector of float Position)
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0:16 Function Call: @main(struct-VS_INPUT-vf41;vf4; (temp structure{temp 4-component vector of float Position Pos})
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0:? 'vsin' (temp structure{temp 4-component vector of float Pos_in})
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0:? 'Pos_loose' (temp 4-component vector of float)
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0:16 Constant:
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0:16 0 (const int)
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0:? Linker Objects
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0:? 'Pos_in' (in 4-component vector of float Position)
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0:? 'Pos_loose' (in 4-component vector of float Position)
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0:? 'PerVertex_out' (out block{out 4-component vector of float Position @entryPointOutput_Pos})
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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 54
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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 Vertex 4 "main" 37 41 44 53
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Name 4 "main"
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Name 8 "VS_INPUT"
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MemberName 8(VS_INPUT) 0 "Pos_in"
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Name 11 "VS_OUTPUT"
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MemberName 11(VS_OUTPUT) 0 "Pos"
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Name 15 "@main(struct-VS_INPUT-vf41;vf4;"
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Name 13 "vsin"
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Name 14 "Pos_loose"
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Name 17 "VS_OUTPUT"
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MemberName 17(VS_OUTPUT) 0 "Pos"
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Name 19 "vsout"
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Name 35 "vsin"
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Name 37 "Pos_in"
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Name 40 "Pos_loose"
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Name 41 "Pos_loose"
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Name 44 "@entryPointOutput_Pos"
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Name 45 "param"
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Name 47 "param"
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Name 51 "PerVertex_out"
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MemberName 51(PerVertex_out) 0 "@entryPointOutput_Pos"
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Name 53 "PerVertex_out"
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MemberDecorate 11(VS_OUTPUT) 0 BuiltIn Position
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Decorate 37(Pos_in) BuiltIn Position
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Decorate 41(Pos_loose) BuiltIn Position
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Decorate 44(@entryPointOutput_Pos) BuiltIn Position
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MemberDecorate 51(PerVertex_out) 0 BuiltIn Position
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Decorate 51(PerVertex_out) Block
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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(VS_INPUT): TypeStruct 7(fvec4)
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9: TypePointer Function 8(VS_INPUT)
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10: TypePointer Function 7(fvec4)
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11(VS_OUTPUT): TypeStruct 7(fvec4)
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12: TypeFunction 11(VS_OUTPUT) 9(ptr) 10(ptr)
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17(VS_OUTPUT): TypeStruct 7(fvec4)
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18: TypePointer Function 17(VS_OUTPUT)
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20: TypeInt 32 1
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21: 20(int) Constant 0
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28: TypePointer Function 11(VS_OUTPUT)
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36: TypePointer Input 7(fvec4)
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37(Pos_in): 36(ptr) Variable Input
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41(Pos_loose): 36(ptr) Variable Input
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43: TypePointer Output 7(fvec4)
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44(@entryPointOutput_Pos): 43(ptr) Variable Output
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51(PerVertex_out): TypeStruct 7(fvec4)
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52: TypePointer Output 51(PerVertex_out)
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53(PerVertex_out): 52(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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35(vsin): 9(ptr) Variable Function
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40(Pos_loose): 10(ptr) Variable Function
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45(param): 9(ptr) Variable Function
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47(param): 10(ptr) Variable Function
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38: 7(fvec4) Load 37(Pos_in)
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39: 10(ptr) AccessChain 35(vsin) 21
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Store 39 38
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42: 7(fvec4) Load 41(Pos_loose)
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Store 40(Pos_loose) 42
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46: 8(VS_INPUT) Load 35(vsin)
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Store 45(param) 46
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48: 7(fvec4) Load 40(Pos_loose)
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Store 47(param) 48
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49:11(VS_OUTPUT) FunctionCall 15(@main(struct-VS_INPUT-vf41;vf4;) 45(param) 47(param)
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50: 7(fvec4) CompositeExtract 49 0
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Store 44(@entryPointOutput_Pos) 50
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Return
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FunctionEnd
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15(@main(struct-VS_INPUT-vf41;vf4;):11(VS_OUTPUT) Function None 12
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13(vsin): 9(ptr) FunctionParameter
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14(Pos_loose): 10(ptr) FunctionParameter
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16: Label
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19(vsout): 18(ptr) Variable Function
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29: 28(ptr) Variable Function
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22: 10(ptr) AccessChain 13(vsin) 21
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23: 7(fvec4) Load 22
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24: 7(fvec4) Load 14(Pos_loose)
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25: 7(fvec4) FAdd 23 24
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26: 10(ptr) AccessChain 19(vsout) 21
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Store 26 25
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27:17(VS_OUTPUT) Load 19(vsout)
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30: 7(fvec4) CompositeExtract 27 0
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31: 10(ptr) AccessChain 29 21
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Store 31 30
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32:11(VS_OUTPUT) Load 29
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ReturnValue 32
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FunctionEnd
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