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.
255 lines
14 KiB
Plaintext
Executable File
255 lines
14 KiB
Plaintext
Executable File
hlsl.structin.vert
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Shader version: 450
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0:? Sequence
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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})
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0:8 Function Parameters:
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0:8 'd' (layout(location=0 ) in 4-component vector of float)
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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})
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0:8 'e' (layout(location=5 ) in 4-component vector of float)
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0:? Sequence
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0:11 move second child to first child (temp 4-component vector of float)
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0:11 b: direct index for structure (temp 4-component vector of float)
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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})
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0:11 Constant:
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0:11 2 (const int)
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0:11 add (temp 4-component vector of float)
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0:11 add (temp 4-component vector of float)
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0:11 add (temp 4-component vector of float)
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0:11 add (temp 4-component vector of float)
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0:? 'm[1]' (layout(location=2 ) in 4-component vector of float)
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0:? 'm[0]' (layout(location=1 ) in 4-component vector of float)
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0:11 Construct vec4 (temp 4-component vector of float)
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0:11 Convert uint to float (temp float)
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0:11 direct index (temp uint)
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0:? 'coord' (layout(location=3 ) in 2-component vector of uint)
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0:11 Constant:
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0:11 0 (const int)
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0:11 'd' (layout(location=0 ) in 4-component vector of float)
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0:11 'e' (layout(location=5 ) in 4-component vector of float)
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0:13 Sequence
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0:13 Sequence
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0:13 move second child to first child (temp 4-component vector of float)
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0:? 'm[0]' (layout(location=0 ) out 4-component vector of float)
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0:13 direct index (temp 4-component vector of float)
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0:13 m: direct index for structure (temp 2-element array of 4-component vector of float)
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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})
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0:13 Constant:
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0:13 0 (const int)
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0:13 Constant:
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0:13 0 (const int)
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0:13 move second child to first child (temp 4-component vector of float)
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0:? 'm[1]' (layout(location=1 ) out 4-component vector of float)
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0:13 direct index (temp 4-component vector of float)
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0:13 m: direct index for structure (temp 2-element array of 4-component vector of float)
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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})
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0:13 Constant:
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0:13 0 (const int)
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0:13 Constant:
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0:13 1 (const int)
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0:13 move second child to first child (temp 2-component vector of uint)
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0:? 'coord' (layout(location=2 ) out 2-component vector of uint)
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0:13 coord: direct index for structure (temp 2-component vector of uint)
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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})
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0:13 Constant:
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0:13 1 (const int)
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0:13 move second child to first child (temp 4-component vector of float)
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0:? 'b' (layout(location=3 ) smooth out 4-component vector of float)
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0:13 b: direct index for structure (temp 4-component vector of float)
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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})
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0:13 Constant:
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0:13 2 (const int)
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0:13 Branch: Return
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0:? Linker Objects
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0:? 'm[0]' (layout(location=0 ) out 4-component vector of float)
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0:? 'm[1]' (layout(location=1 ) out 4-component vector of float)
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0:? 'coord' (layout(location=2 ) out 2-component vector of uint)
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0:? 'b' (layout(location=3 ) smooth out 4-component vector of float)
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0:? 'd' (layout(location=0 ) in 4-component vector of float)
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0:? 'm[0]' (layout(location=1 ) in 4-component vector of float)
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0:? 'm[1]' (layout(location=2 ) in 4-component vector of float)
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0:? 'coord' (layout(location=3 ) in 2-component vector of uint)
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0:? 'b' (layout(location=4 ) in 4-component vector of float)
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0:? 'e' (layout(location=5 ) in 4-component vector of float)
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0:? 'm[0]' (layout(location=0 ) out 4-component vector of float)
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0:? 'm[1]' (layout(location=1 ) out 4-component vector of float)
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0:? 'm[0]' (layout(location=1 ) in 4-component vector of float)
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0:? 'm[1]' (layout(location=2 ) in 4-component vector of float)
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Linked vertex stage:
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Shader version: 450
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0:? Sequence
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0:8 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})
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0:8 Function Parameters:
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0:8 'd' (layout(location=0 ) in 4-component vector of float)
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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})
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0:8 'e' (layout(location=5 ) in 4-component vector of float)
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0:? Sequence
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0:11 move second child to first child (temp 4-component vector of float)
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0:11 b: direct index for structure (temp 4-component vector of float)
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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})
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0:11 Constant:
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0:11 2 (const int)
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0:11 add (temp 4-component vector of float)
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0:11 add (temp 4-component vector of float)
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0:11 add (temp 4-component vector of float)
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0:11 add (temp 4-component vector of float)
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0:? 'm[1]' (layout(location=2 ) in 4-component vector of float)
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0:? 'm[0]' (layout(location=1 ) in 4-component vector of float)
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0:11 Construct vec4 (temp 4-component vector of float)
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0:11 Convert uint to float (temp float)
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0:11 direct index (temp uint)
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0:? 'coord' (layout(location=3 ) in 2-component vector of uint)
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0:11 Constant:
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0:11 0 (const int)
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0:11 'd' (layout(location=0 ) in 4-component vector of float)
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0:11 'e' (layout(location=5 ) in 4-component vector of float)
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0:13 Sequence
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0:13 Sequence
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0:13 move second child to first child (temp 4-component vector of float)
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0:? 'm[0]' (layout(location=0 ) out 4-component vector of float)
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0:13 direct index (temp 4-component vector of float)
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0:13 m: direct index for structure (temp 2-element array of 4-component vector of float)
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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})
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0:13 Constant:
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0:13 0 (const int)
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0:13 Constant:
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0:13 0 (const int)
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0:13 move second child to first child (temp 4-component vector of float)
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0:? 'm[1]' (layout(location=1 ) out 4-component vector of float)
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0:13 direct index (temp 4-component vector of float)
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0:13 m: direct index for structure (temp 2-element array of 4-component vector of float)
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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})
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0:13 Constant:
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0:13 0 (const int)
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0:13 Constant:
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0:13 1 (const int)
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0:13 move second child to first child (temp 2-component vector of uint)
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0:? 'coord' (layout(location=2 ) out 2-component vector of uint)
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0:13 coord: direct index for structure (temp 2-component vector of uint)
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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})
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0:13 Constant:
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0:13 1 (const int)
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0:13 move second child to first child (temp 4-component vector of float)
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0:? 'b' (layout(location=3 ) smooth out 4-component vector of float)
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0:13 b: direct index for structure (temp 4-component vector of float)
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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})
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0:13 Constant:
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0:13 2 (const int)
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0:13 Branch: Return
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0:? Linker Objects
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0:? 'm[0]' (layout(location=0 ) out 4-component vector of float)
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0:? 'm[1]' (layout(location=1 ) out 4-component vector of float)
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0:? 'coord' (layout(location=2 ) out 2-component vector of uint)
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0:? 'b' (layout(location=3 ) smooth out 4-component vector of float)
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0:? 'd' (layout(location=0 ) in 4-component vector of float)
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0:? 'm[0]' (layout(location=1 ) in 4-component vector of float)
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0:? 'm[1]' (layout(location=2 ) in 4-component vector of float)
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0:? 'coord' (layout(location=3 ) in 2-component vector of uint)
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0:? 'b' (layout(location=4 ) in 4-component vector of float)
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0:? 'e' (layout(location=5 ) in 4-component vector of float)
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0:? 'm[0]' (layout(location=0 ) out 4-component vector of float)
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0:? 'm[1]' (layout(location=1 ) out 4-component vector of float)
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0:? 'm[0]' (layout(location=1 ) in 4-component vector of float)
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0:? 'm[1]' (layout(location=2 ) in 4-component vector of float)
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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 59
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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" 18 20 24 32 35 41 45 50 54 58
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Name 4 "main"
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Name 12 "VI"
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MemberName 12(VI) 0 "m"
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MemberName 12(VI) 1 "coord"
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MemberName 12(VI) 2 "b"
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Name 14 "local"
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Name 18 "m[1]"
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Name 20 "m[0]"
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Name 24 "coord"
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Name 32 "d"
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Name 35 "e"
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Name 41 "m[0]"
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Name 45 "m[1]"
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Name 50 "coord"
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Name 54 "b"
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Name 58 "b"
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Decorate 18(m[1]) Location 2
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Decorate 20(m[0]) Location 1
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Decorate 24(coord) Location 3
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Decorate 32(d) Location 0
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Decorate 35(e) Location 5
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Decorate 41(m[0]) Location 0
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Decorate 45(m[1]) Location 1
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Decorate 50(coord) Location 2
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Decorate 54(b) Location 3
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Decorate 58(b) Location 4
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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: TypeInt 32 0
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9: 8(int) Constant 2
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10: TypeArray 7(fvec4) 9
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11: TypeVector 8(int) 2
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12(VI): TypeStruct 10 11(ivec2) 7(fvec4)
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13: TypePointer Function 12(VI)
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15: TypeInt 32 1
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16: 15(int) Constant 2
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17: TypePointer Input 7(fvec4)
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18(m[1]): 17(ptr) Variable Input
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20(m[0]): 17(ptr) Variable Input
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23: TypePointer Input 11(ivec2)
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24(coord): 23(ptr) Variable Input
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25: 8(int) Constant 0
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26: TypePointer Input 8(int)
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32(d): 17(ptr) Variable Input
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35(e): 17(ptr) Variable Input
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38: TypePointer Function 7(fvec4)
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40: TypePointer Output 7(fvec4)
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41(m[0]): 40(ptr) Variable Output
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42: 15(int) Constant 0
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45(m[1]): 40(ptr) Variable Output
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46: 15(int) Constant 1
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49: TypePointer Output 11(ivec2)
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50(coord): 49(ptr) Variable Output
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51: TypePointer Function 11(ivec2)
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54(b): 40(ptr) Variable Output
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58(b): 17(ptr) Variable Input
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4(main): 2 Function None 3
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5: Label
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14(local): 13(ptr) Variable Function
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19: 7(fvec4) Load 18(m[1])
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21: 7(fvec4) Load 20(m[0])
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22: 7(fvec4) FAdd 19 21
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27: 26(ptr) AccessChain 24(coord) 25
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28: 8(int) Load 27
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29: 6(float) ConvertUToF 28
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30: 7(fvec4) CompositeConstruct 29 29 29 29
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31: 7(fvec4) FAdd 22 30
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33: 7(fvec4) Load 32(d)
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34: 7(fvec4) FAdd 31 33
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36: 7(fvec4) Load 35(e)
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37: 7(fvec4) FAdd 34 36
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39: 38(ptr) AccessChain 14(local) 16
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Store 39 37
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43: 38(ptr) AccessChain 14(local) 42 42
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44: 7(fvec4) Load 43
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Store 41(m[0]) 44
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47: 38(ptr) AccessChain 14(local) 42 46
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48: 7(fvec4) Load 47
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Store 45(m[1]) 48
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52: 51(ptr) AccessChain 14(local) 46
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53: 11(ivec2) Load 52
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Store 50(coord) 53
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55: 38(ptr) AccessChain 14(local) 16
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56: 7(fvec4) Load 55
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Store 54(b) 56
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Return
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FunctionEnd
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