
This fixes defects as follows: 1. handleLvalue could be called on a non-L-value, and it shouldn't be. 2. HLSL allows unary negation on non-bool values. TUnaryOperator::promote can now promote other types (e.g, int, float) to bool for this op. 3. HLSL allows binary logical operations (&&, ||) on arbitrary types, similar (2). 4. HLSL allows mod operation on arbitrary types, which will be promoted. E.g, int % float -> float % float.
293 lines
17 KiB
Plaintext
293 lines
17 KiB
Plaintext
hlsl.logical.unary.frag
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:12 Function Definition: main( (temp structure{temp 4-component vector of float Color})
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0:12 Function Parameters:
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0:? Sequence
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0:13 Negate conditional (temp bool)
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0:13 Convert int to bool (temp bool)
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0:13 ival: direct index for structure (layout(offset=0 ) uniform int)
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0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
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0:13 Constant:
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0:13 0 (const uint)
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0:14 Negate conditional (temp 4-component vector of bool)
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0:14 Convert int to bool (temp 4-component vector of bool)
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0:14 ival4: direct index for structure (layout(offset=16 ) uniform 4-component vector of int)
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0:14 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
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0:14 Constant:
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0:14 1 (const uint)
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0:16 Negate conditional (temp bool)
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0:16 Convert float to bool (temp bool)
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0:16 fval: direct index for structure (layout(offset=32 ) uniform float)
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0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
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0:16 Constant:
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0:16 2 (const uint)
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0:17 Negate conditional (temp 4-component vector of bool)
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0:17 Convert float to bool (temp 4-component vector of bool)
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0:17 fval4: direct index for structure (layout(offset=48 ) uniform 4-component vector of float)
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0:17 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
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0:17 Constant:
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0:17 3 (const uint)
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0:19 Test condition and select (temp void)
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0:19 Condition
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0:19 ival: direct index for structure (layout(offset=0 ) uniform int)
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0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
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0:19 Constant:
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0:19 0 (const uint)
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0:19 true case is null
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0:20 Test condition and select (temp void)
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0:20 Condition
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0:20 fval: direct index for structure (layout(offset=32 ) uniform float)
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0:20 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
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0:20 Constant:
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0:20 2 (const uint)
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0:20 true case is null
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0:21 Test condition and select (temp void)
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0:21 Condition
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0:21 Negate conditional (temp bool)
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0:21 Convert int to bool (temp bool)
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0:21 ival: direct index for structure (layout(offset=0 ) uniform int)
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0:21 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
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0:21 Constant:
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0:21 0 (const uint)
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0:21 true case is null
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0:22 Test condition and select (temp void)
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0:22 Condition
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0:22 Negate conditional (temp bool)
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0:22 Convert float to bool (temp bool)
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0:22 fval: direct index for structure (layout(offset=32 ) uniform float)
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0:22 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
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0:22 Constant:
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0:22 2 (const uint)
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0:22 true case is null
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0:25 move second child to first child (temp 4-component vector of float)
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0:25 Color: direct index for structure (temp 4-component vector of float)
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0:25 'psout' (temp structure{temp 4-component vector of float Color})
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0:25 Constant:
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0:25 0 (const int)
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0:25 Constant:
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0:25 1.000000
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0:25 1.000000
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0:25 1.000000
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0:25 1.000000
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0:26 Sequence
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0:26 Sequence
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0:26 move second child to first child (temp 4-component vector of float)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:26 Color: direct index for structure (temp 4-component vector of float)
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0:26 'psout' (temp structure{temp 4-component vector of float Color})
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0:26 Constant:
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0:26 0 (const int)
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0:26 Branch: Return
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0:? Linker Objects
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:? 'anon@0' (uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
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Linked fragment stage:
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:12 Function Definition: main( (temp structure{temp 4-component vector of float Color})
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0:12 Function Parameters:
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0:? Sequence
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0:13 Negate conditional (temp bool)
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0:13 Convert int to bool (temp bool)
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0:13 ival: direct index for structure (layout(offset=0 ) uniform int)
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0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
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0:13 Constant:
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0:13 0 (const uint)
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0:14 Negate conditional (temp 4-component vector of bool)
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0:14 Convert int to bool (temp 4-component vector of bool)
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0:14 ival4: direct index for structure (layout(offset=16 ) uniform 4-component vector of int)
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0:14 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
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0:14 Constant:
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0:14 1 (const uint)
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0:16 Negate conditional (temp bool)
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0:16 Convert float to bool (temp bool)
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0:16 fval: direct index for structure (layout(offset=32 ) uniform float)
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0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
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0:16 Constant:
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0:16 2 (const uint)
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0:17 Negate conditional (temp 4-component vector of bool)
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0:17 Convert float to bool (temp 4-component vector of bool)
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0:17 fval4: direct index for structure (layout(offset=48 ) uniform 4-component vector of float)
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0:17 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
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0:17 Constant:
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0:17 3 (const uint)
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0:19 Test condition and select (temp void)
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0:19 Condition
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0:19 ival: direct index for structure (layout(offset=0 ) uniform int)
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0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
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0:19 Constant:
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0:19 0 (const uint)
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0:19 true case is null
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0:20 Test condition and select (temp void)
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0:20 Condition
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0:20 fval: direct index for structure (layout(offset=32 ) uniform float)
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0:20 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
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0:20 Constant:
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0:20 2 (const uint)
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0:20 true case is null
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0:21 Test condition and select (temp void)
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0:21 Condition
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0:21 Negate conditional (temp bool)
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0:21 Convert int to bool (temp bool)
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0:21 ival: direct index for structure (layout(offset=0 ) uniform int)
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0:21 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
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0:21 Constant:
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0:21 0 (const uint)
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0:21 true case is null
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0:22 Test condition and select (temp void)
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0:22 Condition
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0:22 Negate conditional (temp bool)
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0:22 Convert float to bool (temp bool)
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0:22 fval: direct index for structure (layout(offset=32 ) uniform float)
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0:22 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
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0:22 Constant:
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0:22 2 (const uint)
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0:22 true case is null
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0:25 move second child to first child (temp 4-component vector of float)
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0:25 Color: direct index for structure (temp 4-component vector of float)
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0:25 'psout' (temp structure{temp 4-component vector of float Color})
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0:25 Constant:
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0:25 0 (const int)
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0:25 Constant:
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0:25 1.000000
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0:25 1.000000
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0:25 1.000000
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0:25 1.000000
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0:26 Sequence
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0:26 Sequence
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0:26 move second child to first child (temp 4-component vector of float)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:26 Color: direct index for structure (temp 4-component vector of float)
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0:26 'psout' (temp structure{temp 4-component vector of float Color})
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0:26 Constant:
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0:26 0 (const int)
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0:26 Branch: Return
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0:? Linker Objects
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:? 'anon@0' (uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
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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 77
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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 Fragment 4 "main" 73
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ExecutionMode 4 OriginUpperLeft
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Name 4 "main"
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Name 10 "$Global"
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MemberName 10($Global) 0 "ival"
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MemberName 10($Global) 1 "ival4"
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MemberName 10($Global) 2 "fval"
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MemberName 10($Global) 3 "fval4"
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Name 12 ""
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Name 65 "PS_OUTPUT"
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MemberName 65(PS_OUTPUT) 0 "Color"
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Name 67 "psout"
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Name 73 "Color"
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MemberDecorate 10($Global) 0 Offset 0
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MemberDecorate 10($Global) 1 Offset 16
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MemberDecorate 10($Global) 2 Offset 32
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MemberDecorate 10($Global) 3 Offset 48
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Decorate 10($Global) Block
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Decorate 12 DescriptorSet 0
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Decorate 73(Color) Location 0
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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: TypeVector 6(int) 4
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8: TypeFloat 32
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9: TypeVector 8(float) 4
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10($Global): TypeStruct 6(int) 7(ivec4) 8(float) 9(fvec4)
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11: TypePointer Uniform 10($Global)
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12: 11(ptr) Variable Uniform
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13: 6(int) Constant 0
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14: TypePointer Uniform 6(int)
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17: TypeBool
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18: TypeInt 32 0
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19: 18(int) Constant 0
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22: 6(int) Constant 1
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23: TypePointer Uniform 7(ivec4)
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26: TypeVector 17(bool) 4
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27: TypeVector 18(int) 4
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28: 27(ivec4) ConstantComposite 19 19 19 19
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31: 6(int) Constant 2
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32: TypePointer Uniform 8(float)
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35: 8(float) Constant 0
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38: 6(int) Constant 3
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39: TypePointer Uniform 9(fvec4)
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42: 9(fvec4) ConstantComposite 35 35 35 35
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65(PS_OUTPUT): TypeStruct 9(fvec4)
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66: TypePointer Function 65(PS_OUTPUT)
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68: 8(float) Constant 1065353216
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69: 9(fvec4) ConstantComposite 68 68 68 68
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70: TypePointer Function 9(fvec4)
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72: TypePointer Output 9(fvec4)
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73(Color): 72(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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67(psout): 66(ptr) Variable Function
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15: 14(ptr) AccessChain 12 13
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16: 6(int) Load 15
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20: 17(bool) INotEqual 16 19
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21: 17(bool) LogicalNot 20
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24: 23(ptr) AccessChain 12 22
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25: 7(ivec4) Load 24
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29: 26(bvec4) INotEqual 25 28
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30: 26(bvec4) LogicalNot 29
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33: 32(ptr) AccessChain 12 31
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34: 8(float) Load 33
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36: 17(bool) FOrdNotEqual 34 35
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37: 17(bool) LogicalNot 36
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40: 39(ptr) AccessChain 12 38
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41: 9(fvec4) Load 40
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43: 26(bvec4) FOrdNotEqual 41 42
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44: 26(bvec4) LogicalNot 43
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45: 14(ptr) AccessChain 12 13
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46: 6(int) Load 45
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SelectionMerge 48 None
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BranchConditional 46 47 48
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47: Label
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Branch 48
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48: Label
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49: 32(ptr) AccessChain 12 31
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50: 8(float) Load 49
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SelectionMerge 52 None
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BranchConditional 50 51 52
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51: Label
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Branch 52
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52: Label
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53: 14(ptr) AccessChain 12 13
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54: 6(int) Load 53
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55: 17(bool) INotEqual 54 19
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56: 17(bool) LogicalNot 55
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SelectionMerge 58 None
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BranchConditional 56 57 58
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57: Label
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Branch 58
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58: Label
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59: 32(ptr) AccessChain 12 31
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60: 8(float) Load 59
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61: 17(bool) FOrdNotEqual 60 35
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62: 17(bool) LogicalNot 61
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SelectionMerge 64 None
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BranchConditional 62 63 64
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63: Label
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Branch 64
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64: Label
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71: 70(ptr) AccessChain 67(psout) 13
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Store 71 69
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74: 70(ptr) AccessChain 67(psout) 13
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75: 9(fvec4) Load 74
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Store 73(Color) 75
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Return
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FunctionEnd
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