(Still adding tests: do not commit) This fixes PR #632 so that: (a) The 4 PerVertex builtins are added to an interface block for all stages except fragment. (b) Other builtin qualified variables are added as "loose" linkage members. (c) Arrayness from the PerVertex builtins is moved to the PerVertex block. (d) Sometimes, two PerVertex blocks are created, one for in, one for out (e.g, for some GS that both reads and writes a Position)
218 lines
11 KiB
Plaintext
218 lines
11 KiB
Plaintext
hlsl.struct.split-1.vert
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Shader version: 450
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0:? Sequence
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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})
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0:17 Function Parameters:
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0:17 'vsin' (in structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
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0:17 'Pos_loose' (in 4-component vector of float Position)
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0:? Sequence
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0:20 move second child to first child (temp int)
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0:20 x0_out: direct index for structure (temp int)
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0:20 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
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0:20 Constant:
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0:20 0 (const int)
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0:? 'x0_in' (layout(location=0 ) in int)
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0:21 move second child to first child (temp 4-component vector of float)
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0:21 Pos_out: direct index for structure (temp 4-component vector of float)
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0:21 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
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0:21 Constant:
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0:21 1 (const int)
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0:21 add (temp 4-component vector of float)
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0:? 'Pos_in' (in 4-component vector of float Position)
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0:21 'Pos_loose' (in 4-component vector of float Position)
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0:22 move second child to first child (temp int)
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0:22 x1_out: direct index for structure (temp int)
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0:22 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
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0:22 Constant:
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0:22 2 (const int)
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0:? 'x1_in' (layout(location=1 ) in int)
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0:24 Sequence
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0:24 Sequence
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0:24 move second child to first child (temp int)
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0:24 x0_out: direct index for structure (temp int)
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0:24 '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out})
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0:24 Constant:
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0:24 0 (const int)
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0:24 x0_out: direct index for structure (temp int)
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0:24 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
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0:24 Constant:
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0:24 0 (const int)
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0:24 move second child to first child (temp 4-component vector of float)
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0:? 'Pos_out' (out 4-component vector of float Position)
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0:24 Pos_out: direct index for structure (temp 4-component vector of float)
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0:24 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
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0:24 Constant:
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0:24 1 (const int)
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0:24 move second child to first child (temp int)
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0:24 x1_out: direct index for structure (temp int)
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0:24 '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out})
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0:24 Constant:
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0:24 1 (const int)
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0:24 x1_out: direct index for structure (temp int)
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0:24 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
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0:24 Constant:
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0:24 2 (const int)
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0:24 Branch: Return
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0:? Linker Objects
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0:? '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out})
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0:? 'x0_in' (layout(location=0 ) in int)
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0:? 'Pos_in' (in 4-component vector of float Position)
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0:? 'x1_in' (layout(location=1 ) in int)
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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 Pos_out})
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Linked vertex stage:
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Shader version: 450
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0:? Sequence
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0:17 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})
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0:17 Function Parameters:
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0:17 'vsin' (in structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
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0:17 'Pos_loose' (in 4-component vector of float Position)
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0:? Sequence
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0:20 move second child to first child (temp int)
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0:20 x0_out: direct index for structure (temp int)
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0:20 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
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0:20 Constant:
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0:20 0 (const int)
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0:? 'x0_in' (layout(location=0 ) in int)
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0:21 move second child to first child (temp 4-component vector of float)
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0:21 Pos_out: direct index for structure (temp 4-component vector of float)
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0:21 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
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0:21 Constant:
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0:21 1 (const int)
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0:21 add (temp 4-component vector of float)
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0:? 'Pos_in' (in 4-component vector of float Position)
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0:21 'Pos_loose' (in 4-component vector of float Position)
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0:22 move second child to first child (temp int)
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0:22 x1_out: direct index for structure (temp int)
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0:22 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
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0:22 Constant:
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0:22 2 (const int)
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0:? 'x1_in' (layout(location=1 ) in int)
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0:24 Sequence
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0:24 Sequence
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0:24 move second child to first child (temp int)
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0:24 x0_out: direct index for structure (temp int)
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0:24 '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out})
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0:24 Constant:
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0:24 0 (const int)
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0:24 x0_out: direct index for structure (temp int)
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0:24 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
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0:24 Constant:
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0:24 0 (const int)
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0:24 move second child to first child (temp 4-component vector of float)
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0:? 'Pos_out' (out 4-component vector of float Position)
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0:24 Pos_out: direct index for structure (temp 4-component vector of float)
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0:24 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
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0:24 Constant:
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0:24 1 (const int)
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0:24 move second child to first child (temp int)
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0:24 x1_out: direct index for structure (temp int)
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0:24 '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out})
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0:24 Constant:
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0:24 1 (const int)
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0:24 x1_out: direct index for structure (temp int)
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0:24 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
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0:24 Constant:
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0:24 2 (const int)
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0:24 Branch: Return
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0:? Linker Objects
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0:? '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out})
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0:? 'x0_in' (layout(location=0 ) in int)
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0:? 'Pos_in' (in 4-component vector of float Position)
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0:? 'x1_in' (layout(location=1 ) in int)
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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 Pos_out})
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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 49
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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" 14 20 22 28 33 39 48
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Name 4 "main"
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Name 9 "VS_OUTPUT"
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MemberName 9(VS_OUTPUT) 0 "x0_out"
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MemberName 9(VS_OUTPUT) 1 "Pos_out"
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MemberName 9(VS_OUTPUT) 2 "x1_out"
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Name 11 "vsout"
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Name 14 "x0_in"
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Name 20 "Pos_in"
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Name 22 "Pos_loose"
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Name 28 "x1_in"
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Name 31 "VS_OUTPUT"
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MemberName 31(VS_OUTPUT) 0 "x0_out"
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MemberName 31(VS_OUTPUT) 1 "x1_out"
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Name 33 "@entryPointOutput"
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Name 39 "Pos_out"
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Name 46 "PerVertex_out"
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MemberName 46(PerVertex_out) 0 "Pos_out"
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Name 48 "PerVertex_out"
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Decorate 14(x0_in) Location 0
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Decorate 20(Pos_in) BuiltIn Position
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Decorate 22(Pos_loose) BuiltIn Position
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Decorate 28(x1_in) Location 1
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Decorate 33(@entryPointOutput) Location 0
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Decorate 39(Pos_out) BuiltIn Position
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MemberDecorate 46(PerVertex_out) 0 BuiltIn Position
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Decorate 46(PerVertex_out) Block
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2: TypeVoid
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3: TypeFunction 2
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6: TypeInt 32 1
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7: TypeFloat 32
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8: TypeVector 7(float) 4
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9(VS_OUTPUT): TypeStruct 6(int) 8(fvec4) 6(int)
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10: TypePointer Function 9(VS_OUTPUT)
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12: 6(int) Constant 0
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13: TypePointer Input 6(int)
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14(x0_in): 13(ptr) Variable Input
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16: TypePointer Function 6(int)
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18: 6(int) Constant 1
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19: TypePointer Input 8(fvec4)
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20(Pos_in): 19(ptr) Variable Input
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22(Pos_loose): 19(ptr) Variable Input
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25: TypePointer Function 8(fvec4)
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27: 6(int) Constant 2
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28(x1_in): 13(ptr) Variable Input
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31(VS_OUTPUT): TypeStruct 6(int) 6(int)
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32: TypePointer Output 31(VS_OUTPUT)
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33(@entryPointOutput): 32(ptr) Variable Output
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36: TypePointer Output 6(int)
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38: TypePointer Output 8(fvec4)
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39(Pos_out): 38(ptr) Variable Output
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46(PerVertex_out): TypeStruct 8(fvec4)
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47: TypePointer Output 46(PerVertex_out)
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48(PerVertex_out): 47(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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11(vsout): 10(ptr) Variable Function
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15: 6(int) Load 14(x0_in)
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17: 16(ptr) AccessChain 11(vsout) 12
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Store 17 15
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21: 8(fvec4) Load 20(Pos_in)
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23: 8(fvec4) Load 22(Pos_loose)
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24: 8(fvec4) FAdd 21 23
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26: 25(ptr) AccessChain 11(vsout) 18
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Store 26 24
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29: 6(int) Load 28(x1_in)
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30: 16(ptr) AccessChain 11(vsout) 27
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Store 30 29
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34: 16(ptr) AccessChain 11(vsout) 12
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35: 6(int) Load 34
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37: 36(ptr) AccessChain 33(@entryPointOutput) 12
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Store 37 35
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40: 25(ptr) AccessChain 11(vsout) 18
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41: 8(fvec4) Load 40
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Store 39(Pos_out) 41
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42: 16(ptr) AccessChain 11(vsout) 27
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43: 6(int) Load 42
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44: 36(ptr) AccessChain 33(@entryPointOutput) 18
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Store 44 43
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Return
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FunctionEnd
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