 4f2da27aec
			
		
	
	
		4f2da27aec
		
	
	
	
	
		
			
			This PR sets the TQualifier layoutFormat according to the HLSL image type. For instance: RWTexture1D <float2> g_tTex1df2; becomes ElfRg32f. Similar on Buffers, e.g, Buffer<float4> mybuffer; The return type for image and buffer loads is now taken from the storage format. Also, the qualifier for the return type is now (properly) a temp, not a global.
		
			
				
	
	
		
			141 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			141 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| SamplerState       g_sSamp : register(s0);
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| 
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| RWTexture1D <float> g_tTex1df1;
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| RWTexture1D <int>   g_tTex1di1;
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| RWTexture1D <uint>  g_tTex1du1;
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| 
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| RWTexture2D <float> g_tTex2df1;
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| RWTexture2D <int>   g_tTex2di1;
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| RWTexture2D <uint>  g_tTex2du1;
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| 
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| RWTexture3D <float> g_tTex3df1;
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| RWTexture3D <int>   g_tTex3di1;
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| RWTexture3D <uint>  g_tTex3du1;
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| 
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| RWTexture1DArray <float> g_tTex1df1a;
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| RWTexture1DArray <int>   g_tTex1di1a;
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| RWTexture1DArray <uint>  g_tTex1du1a;
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| 
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| RWTexture2DArray <float> g_tTex2df1a;
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| RWTexture2DArray <int>   g_tTex2di1a;
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| RWTexture2DArray <uint>  g_tTex2du1a;
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| 
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| struct PS_OUTPUT
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| {
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|     float4 Color : SV_Target0;
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| };
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| 
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| uniform int   c1;
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| uniform int2  c2;
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| uniform int3  c3;
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| uniform int4  c4;
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| 
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| uniform int   o1;
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| uniform int2  o2;
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| uniform int3  o3;
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| uniform int4  o4;
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| 
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| uniform float uf1;
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| uniform int   ui1;
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| uniform uint  uu1;
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| 
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| int   Fn1(in int x)   { return x; }
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| uint  Fn1(in uint x)  { return x; }
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| float Fn1(in float x) { return x; }
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| 
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| void Fn2(out int x)   { x = int(0); }
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| void Fn2(out uint x)  { x = uint(0); }
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| void Fn2(out float x) { x = float(0); }
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| 
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| float SomeValue() { return c1; }
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| 
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| PS_OUTPUT main()
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| {
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|    PS_OUTPUT psout;
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| 
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|    // 1D
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|    g_tTex1df1[c1];
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|    
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|    float r00 = g_tTex1df1[c1];
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|    int   r01 = g_tTex1di1[c1];
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|    uint  r02 = g_tTex1du1[c1];
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| 
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|    // 2D
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|    float r10 = g_tTex2df1[c2];
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|    int   r11 = g_tTex2di1[c2];
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|    uint  r12 = g_tTex2du1[c2];
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|    
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|    // 3D
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|    float r20 = g_tTex3df1[c3];
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|    int   r21 = g_tTex3di1[c3];
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|    uint  r22 = g_tTex3du1[c3];
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| 
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|    float lf1 = uf1;
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| 
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|    // Test as L-values
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|    // 1D
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|    g_tTex1df1[c1] = SomeValue(); // complex R-value
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|    g_tTex1df1[c1] = lf1;
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|    g_tTex1di1[c1] = int(2);
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|    g_tTex1du1[c1] = uint(3);
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| 
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|    // Test some operator= things, which need to do both a load and a store.
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|    float val1 = (g_tTex1df1[c1] *= 2.0);
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|    g_tTex1df1[c1] -= 3.0;
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|    g_tTex1df1[c1] += 4.0;
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|    
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|    g_tTex1di1[c1] /= 2;
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|    g_tTex1di1[c1] %= 2;
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|    g_tTex1di1[c1] &= 0xffff;
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|    g_tTex1di1[c1] |= 0xf0f0;
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|    g_tTex1di1[c1] <<= 2;
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|    g_tTex1di1[c1] >>= 2;
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| 
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|    // 2D
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|    g_tTex2df1[c2] = SomeValue(); // complex L-value
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|    g_tTex2df1[c2] = lf1;
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|    g_tTex2di1[c2] = int(5);
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|    g_tTex2du1[c2] = uint(6);
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|    
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|    // 3D
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|    g_tTex3df1[c3] = SomeValue(); // complex L-value
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|    g_tTex3df1[c3] = lf1;
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|    g_tTex3di1[c3] = int(8);
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|    g_tTex3du1[c3] = uint(9);
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| 
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|    // Test function calling
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|    Fn1(g_tTex1df1[c1]);  // in
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|    Fn1(g_tTex1di1[c1]);  // in
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|    Fn1(g_tTex1du1[c1]);  // in
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| 
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|    Fn2(g_tTex1df1[c1]);  // out
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|    Fn2(g_tTex1di1[c1]);  // out
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|    Fn2(g_tTex1du1[c1]);  // out
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| 
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|    // Test increment operators
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|    // pre-ops
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|    ++g_tTex1df1[c1];
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|    ++g_tTex1di1[c1];
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|    ++g_tTex1du1[c1];
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| 
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|    --g_tTex1df1[c1];
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|    --g_tTex1di1[c1];
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|    --g_tTex1du1[c1];
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| 
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|    // post-ops
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|    g_tTex1df1[c1]++;
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|    g_tTex1du1[c1]--;
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|    g_tTex1di1[c1]++;
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| 
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|    g_tTex1df1[c1]--;
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|    g_tTex1di1[c1]++;
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|    g_tTex1du1[c1]--;
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| 
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|    // read and write
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|    g_tTex1df1[1] = g_tTex2df1[int2(2, 3)];
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| 
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|    psout.Color = 1.0;
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| 
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|    return psout;
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| }
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