glslang/Test/baseResults/hlsl.structin.vert.out
steve-lunarg a2b01a0da8 HLSL: Recursive composite flattening
This PR implements recursive type flattening.  For example, an array of structs of other structs
can be flattened to individual member variables at the shader interface.

This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient
for geometry shader arrayed inputs.  That will be handled separately with structure splitting,
 which is not implemented by this PR.  In the meantime, that case is detected and triggers an error.

The recursive flattening extends the following three aspects of single-level flattening:

- Flattening of structures to individual members with names such as "foo[0].samp[1]";

- Turning constant references to the nested composite type into a reference to a particular
  flattened member.

- Shadow copies between arrays of flattened members and the nested composite type.

Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR.
Internally, shadow copies are, such as if the type is passed to a function.

Also, the reasons for flattening are unchanged.  Uniforms containing opaque types, and interface struct
types are flattened.  (The latter will change with structure splitting).

One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be
flattened.

Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently
issues an error until type splitting is online).

The process of arriving at the individual member from chained postfix expressions is more complex than
it was with one level.  See large-ish comment above HlslParseContext::flatten() for details.
2016-12-07 14:40:01 -07:00

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hlsl.structin.vert
Shader version: 450
0:? Sequence
0:8 Function Definition: main(vf4;struct-VI-vf4[2]-vu2-vf41;vf4; (temp structure Position{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b})
0:8 Function Parameters:
0:8 'd' (layout(location=0 ) in 4-component vector of float)
0:8 'vi' (in structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b})
0:8 'e' (layout(location=5 ) in 4-component vector of float)
0:? Sequence
0:11 move second child to first child (temp 4-component vector of float)
0:11 b: direct index for structure (temp 4-component vector of float)
0:11 'local' (temp structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b})
0:11 Constant:
0:11 2 (const int)
0:11 add (temp 4-component vector of float)
0:11 add (temp 4-component vector of float)
0:11 add (temp 4-component vector of float)
0:11 add (temp 4-component vector of float)
0:? 'm[1]' (layout(location=2 ) in 4-component vector of float)
0:? 'm[0]' (layout(location=1 ) in 4-component vector of float)
0:11 Construct vec4 (temp 4-component vector of float)
0:11 Convert uint to float (temp float)
0:11 direct index (temp uint)
0:? 'coord' (layout(location=3 ) in 2-component vector of uint)
0:11 Constant:
0:11 0 (const int)
0:11 'd' (layout(location=0 ) in 4-component vector of float)
0:11 'e' (layout(location=5 ) in 4-component vector of float)
0:13 Sequence
0:13 Sequence
0:13 move second child to first child (temp 4-component vector of float)
0:? 'm[0]' (layout(location=0 ) out 4-component vector of float)
0:13 direct index (temp 4-component vector of float)
0:13 m: direct index for structure (temp 2-element array of 4-component vector of float)
0:13 'local' (temp structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b})
0:13 Constant:
0:13 0 (const int)
0:13 Constant:
0:13 0 (const int)
0:13 move second child to first child (temp 4-component vector of float)
0:? 'm[1]' (layout(location=1 ) out 4-component vector of float)
0:13 direct index (temp 4-component vector of float)
0:13 m: direct index for structure (temp 2-element array of 4-component vector of float)
0:13 'local' (temp structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b})
0:13 Constant:
0:13 0 (const int)
0:13 Constant:
0:13 1 (const int)
0:13 move second child to first child (temp 2-component vector of uint)
0:? 'coord' (layout(location=2 ) out 2-component vector of uint)
0:13 coord: direct index for structure (temp 2-component vector of uint)
0:13 'local' (temp structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b})
0:13 Constant:
0:13 1 (const int)
0:13 move second child to first child (temp 4-component vector of float)
0:? 'b' (layout(location=3 ) smooth out 4-component vector of float)
0:13 b: direct index for structure (temp 4-component vector of float)
0:13 'local' (temp structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b})
0:13 Constant:
0:13 2 (const int)
0:13 Branch: Return
0:? Linker Objects
0:? 'm[0]' (layout(location=0 ) out 4-component vector of float)
0:? 'm[1]' (layout(location=1 ) out 4-component vector of float)
0:? 'coord' (layout(location=2 ) out 2-component vector of uint)
0:? 'b' (layout(location=3 ) smooth out 4-component vector of float)
0:? 'd' (layout(location=0 ) in 4-component vector of float)
0:? 'm[0]' (layout(location=1 ) in 4-component vector of float)
0:? 'm[1]' (layout(location=2 ) in 4-component vector of float)
0:? 'coord' (layout(location=3 ) in 2-component vector of uint)
0:? 'b' (layout(location=4 ) in 4-component vector of float)
0:? 'e' (layout(location=5 ) in 4-component vector of float)
0:? 'm[0]' (layout(location=0 ) out 4-component vector of float)
0:? 'm[1]' (layout(location=1 ) out 4-component vector of float)
0:? 'm[0]' (layout(location=1 ) in 4-component vector of float)
0:? 'm[1]' (layout(location=2 ) in 4-component vector of float)
Linked vertex stage:
Shader version: 450
0:? Sequence
0:8 Function Definition: main(vf4;struct-VI-vf4[2]-vu2-vf41;vf4; (temp structure Position{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b})
0:8 Function Parameters:
0:8 'd' (layout(location=0 ) in 4-component vector of float)
0:8 'vi' (in structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b})
0:8 'e' (layout(location=5 ) in 4-component vector of float)
0:? Sequence
0:11 move second child to first child (temp 4-component vector of float)
0:11 b: direct index for structure (temp 4-component vector of float)
0:11 'local' (temp structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b})
0:11 Constant:
0:11 2 (const int)
0:11 add (temp 4-component vector of float)
0:11 add (temp 4-component vector of float)
0:11 add (temp 4-component vector of float)
0:11 add (temp 4-component vector of float)
0:? 'm[1]' (layout(location=2 ) in 4-component vector of float)
0:? 'm[0]' (layout(location=1 ) in 4-component vector of float)
0:11 Construct vec4 (temp 4-component vector of float)
0:11 Convert uint to float (temp float)
0:11 direct index (temp uint)
0:? 'coord' (layout(location=3 ) in 2-component vector of uint)
0:11 Constant:
0:11 0 (const int)
0:11 'd' (layout(location=0 ) in 4-component vector of float)
0:11 'e' (layout(location=5 ) in 4-component vector of float)
0:13 Sequence
0:13 Sequence
0:13 move second child to first child (temp 4-component vector of float)
0:? 'm[0]' (layout(location=0 ) out 4-component vector of float)
0:13 direct index (temp 4-component vector of float)
0:13 m: direct index for structure (temp 2-element array of 4-component vector of float)
0:13 'local' (temp structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b})
0:13 Constant:
0:13 0 (const int)
0:13 Constant:
0:13 0 (const int)
0:13 move second child to first child (temp 4-component vector of float)
0:? 'm[1]' (layout(location=1 ) out 4-component vector of float)
0:13 direct index (temp 4-component vector of float)
0:13 m: direct index for structure (temp 2-element array of 4-component vector of float)
0:13 'local' (temp structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b})
0:13 Constant:
0:13 0 (const int)
0:13 Constant:
0:13 1 (const int)
0:13 move second child to first child (temp 2-component vector of uint)
0:? 'coord' (layout(location=2 ) out 2-component vector of uint)
0:13 coord: direct index for structure (temp 2-component vector of uint)
0:13 'local' (temp structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b})
0:13 Constant:
0:13 1 (const int)
0:13 move second child to first child (temp 4-component vector of float)
0:? 'b' (layout(location=3 ) smooth out 4-component vector of float)
0:13 b: direct index for structure (temp 4-component vector of float)
0:13 'local' (temp structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b})
0:13 Constant:
0:13 2 (const int)
0:13 Branch: Return
0:? Linker Objects
0:? 'm[0]' (layout(location=0 ) out 4-component vector of float)
0:? 'm[1]' (layout(location=1 ) out 4-component vector of float)
0:? 'coord' (layout(location=2 ) out 2-component vector of uint)
0:? 'b' (layout(location=3 ) smooth out 4-component vector of float)
0:? 'd' (layout(location=0 ) in 4-component vector of float)
0:? 'm[0]' (layout(location=1 ) in 4-component vector of float)
0:? 'm[1]' (layout(location=2 ) in 4-component vector of float)
0:? 'coord' (layout(location=3 ) in 2-component vector of uint)
0:? 'b' (layout(location=4 ) in 4-component vector of float)
0:? 'e' (layout(location=5 ) in 4-component vector of float)
0:? 'm[0]' (layout(location=0 ) out 4-component vector of float)
0:? 'm[1]' (layout(location=1 ) out 4-component vector of float)
0:? 'm[0]' (layout(location=1 ) in 4-component vector of float)
0:? 'm[1]' (layout(location=2 ) in 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 59
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Vertex 4 "main" 18 20 24 32 35 41 45 50 54 58
Name 4 "main"
Name 12 "VI"
MemberName 12(VI) 0 "m"
MemberName 12(VI) 1 "coord"
MemberName 12(VI) 2 "b"
Name 14 "local"
Name 18 "m[1]"
Name 20 "m[0]"
Name 24 "coord"
Name 32 "d"
Name 35 "e"
Name 41 "m[0]"
Name 45 "m[1]"
Name 50 "coord"
Name 54 "b"
Name 58 "b"
Decorate 18(m[1]) Location 2
Decorate 20(m[0]) Location 1
Decorate 24(coord) Location 3
Decorate 32(d) Location 0
Decorate 35(e) Location 5
Decorate 41(m[0]) Location 0
Decorate 45(m[1]) Location 1
Decorate 50(coord) Location 2
Decorate 54(b) Location 3
Decorate 58(b) Location 4
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypeInt 32 0
9: 8(int) Constant 2
10: TypeArray 7(fvec4) 9
11: TypeVector 8(int) 2
12(VI): TypeStruct 10 11(ivec2) 7(fvec4)
13: TypePointer Function 12(VI)
15: TypeInt 32 1
16: 15(int) Constant 2
17: TypePointer Input 7(fvec4)
18(m[1]): 17(ptr) Variable Input
20(m[0]): 17(ptr) Variable Input
23: TypePointer Input 11(ivec2)
24(coord): 23(ptr) Variable Input
25: 8(int) Constant 0
26: TypePointer Input 8(int)
32(d): 17(ptr) Variable Input
35(e): 17(ptr) Variable Input
38: TypePointer Function 7(fvec4)
40: TypePointer Output 7(fvec4)
41(m[0]): 40(ptr) Variable Output
42: 15(int) Constant 0
45(m[1]): 40(ptr) Variable Output
46: 15(int) Constant 1
49: TypePointer Output 11(ivec2)
50(coord): 49(ptr) Variable Output
51: TypePointer Function 11(ivec2)
54(b): 40(ptr) Variable Output
58(b): 17(ptr) Variable Input
4(main): 2 Function None 3
5: Label
14(local): 13(ptr) Variable Function
19: 7(fvec4) Load 18(m[1])
21: 7(fvec4) Load 20(m[0])
22: 7(fvec4) FAdd 19 21
27: 26(ptr) AccessChain 24(coord) 25
28: 8(int) Load 27
29: 6(float) ConvertUToF 28
30: 7(fvec4) CompositeConstruct 29 29 29 29
31: 7(fvec4) FAdd 22 30
33: 7(fvec4) Load 32(d)
34: 7(fvec4) FAdd 31 33
36: 7(fvec4) Load 35(e)
37: 7(fvec4) FAdd 34 36
39: 38(ptr) AccessChain 14(local) 16
Store 39 37
43: 38(ptr) AccessChain 14(local) 42 42
44: 7(fvec4) Load 43
Store 41(m[0]) 44
47: 38(ptr) AccessChain 14(local) 42 46
48: 7(fvec4) Load 47
Store 45(m[1]) 48
52: 51(ptr) AccessChain 14(local) 46
53: 11(ivec2) Load 52
Store 50(coord) 53
55: 38(ptr) AccessChain 14(local) 16
56: 7(fvec4) Load 55
Store 54(b) 56
Return
FunctionEnd