
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.
281 lines
19 KiB
Plaintext
281 lines
19 KiB
Plaintext
hlsl.promote.binary.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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0:14 Function Definition: main( (temp structure{temp 4-component vector of float Color})
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0:14 Function Parameters:
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0:? Sequence
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0:15 mod (temp float)
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0:15 Convert int to float (temp float)
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0:15 ival: direct index for structure (layout(offset=32 ) uniform int)
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0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
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0:15 Constant:
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0:15 2 (const uint)
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0:15 fval: direct index for structure (layout(offset=64 ) uniform float)
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0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
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0:15 Constant:
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0:15 4 (const uint)
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0:16 mod (temp 4-component vector of float)
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0:16 Convert int to float (temp 4-component vector of float)
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0:16 ival4: direct index for structure (layout(offset=48 ) uniform 4-component vector of int)
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0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
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0:16 Constant:
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0:16 3 (const uint)
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0:16 fval4: direct index for structure (layout(offset=80 ) uniform 4-component vector of float)
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0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
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0:16 Constant:
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0:16 5 (const uint)
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0:18 mod (temp float)
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0:18 Convert bool to float (temp float)
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0:18 bval: direct index for structure (layout(offset=0 ) uniform bool)
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0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
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0:18 Constant:
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0:18 0 (const uint)
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0:18 fval: direct index for structure (layout(offset=64 ) uniform float)
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0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
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0:18 Constant:
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0:18 4 (const uint)
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0:19 mod (temp 4-component vector of float)
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0:19 Convert bool to float (temp 4-component vector of float)
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0:19 bval4: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
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0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
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0:19 Constant:
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0:19 1 (const uint)
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0:19 fval4: direct index for structure (layout(offset=80 ) uniform 4-component vector of float)
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0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
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0:19 Constant:
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0:19 5 (const uint)
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0:21 Sequence
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0:21 move second child to first child (temp int)
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0:21 'l_int' (temp int)
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0:21 Constant:
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0:21 1 (const int)
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0:22 mod second child into first child (temp int)
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0:22 'l_int' (temp int)
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0:22 Convert float to int (temp int)
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0:22 fval: direct index for structure (layout(offset=64 ) uniform float)
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0:22 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
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0:22 Constant:
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0:22 4 (const uint)
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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 0.000000
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0:25 0.000000
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0:25 0.000000
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0:25 0.000000
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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 bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) 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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0:14 Function Definition: main( (temp structure{temp 4-component vector of float Color})
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0:14 Function Parameters:
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0:? Sequence
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0:15 mod (temp float)
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0:15 Convert int to float (temp float)
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0:15 ival: direct index for structure (layout(offset=32 ) uniform int)
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0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
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0:15 Constant:
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0:15 2 (const uint)
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0:15 fval: direct index for structure (layout(offset=64 ) uniform float)
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0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
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0:15 Constant:
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0:15 4 (const uint)
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0:16 mod (temp 4-component vector of float)
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0:16 Convert int to float (temp 4-component vector of float)
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0:16 ival4: direct index for structure (layout(offset=48 ) uniform 4-component vector of int)
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0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
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0:16 Constant:
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0:16 3 (const uint)
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0:16 fval4: direct index for structure (layout(offset=80 ) uniform 4-component vector of float)
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0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
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0:16 Constant:
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0:16 5 (const uint)
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0:18 mod (temp float)
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0:18 Convert bool to float (temp float)
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0:18 bval: direct index for structure (layout(offset=0 ) uniform bool)
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0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
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0:18 Constant:
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0:18 0 (const uint)
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0:18 fval: direct index for structure (layout(offset=64 ) uniform float)
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0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
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0:18 Constant:
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0:18 4 (const uint)
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0:19 mod (temp 4-component vector of float)
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0:19 Convert bool to float (temp 4-component vector of float)
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0:19 bval4: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
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0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
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0:19 Constant:
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0:19 1 (const uint)
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0:19 fval4: direct index for structure (layout(offset=80 ) uniform 4-component vector of float)
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0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
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0:19 Constant:
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0:19 5 (const uint)
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0:21 Sequence
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0:21 move second child to first child (temp int)
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0:21 'l_int' (temp int)
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0:21 Constant:
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0:21 1 (const int)
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0:22 mod second child into first child (temp int)
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0:22 'l_int' (temp int)
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0:22 Convert float to int (temp int)
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0:22 fval: direct index for structure (layout(offset=64 ) uniform float)
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0:22 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
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0:22 Constant:
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0:22 4 (const uint)
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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 0.000000
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0:25 0.000000
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0:25 0.000000
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0:25 0.000000
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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 bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) 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 78
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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" 74
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ExecutionMode 4 OriginUpperLeft
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Name 4 "main"
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Name 12 "$Global"
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MemberName 12($Global) 0 "bval"
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MemberName 12($Global) 1 "bval4"
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MemberName 12($Global) 2 "ival"
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MemberName 12($Global) 3 "ival4"
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MemberName 12($Global) 4 "fval"
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MemberName 12($Global) 5 "fval4"
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Name 14 ""
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Name 62 "l_int"
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Name 68 "PS_OUTPUT"
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MemberName 68(PS_OUTPUT) 0 "Color"
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Name 70 "psout"
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Name 74 "Color"
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MemberDecorate 12($Global) 0 Offset 0
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MemberDecorate 12($Global) 1 Offset 16
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MemberDecorate 12($Global) 2 Offset 32
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MemberDecorate 12($Global) 3 Offset 48
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MemberDecorate 12($Global) 4 Offset 64
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MemberDecorate 12($Global) 5 Offset 80
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Decorate 12($Global) Block
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Decorate 14 DescriptorSet 0
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Decorate 74(Color) Location 0
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2: TypeVoid
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3: TypeFunction 2
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6: TypeInt 32 0
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7: TypeVector 6(int) 4
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8: TypeInt 32 1
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9: TypeVector 8(int) 4
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10: TypeFloat 32
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11: TypeVector 10(float) 4
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12($Global): TypeStruct 6(int) 7(ivec4) 8(int) 9(ivec4) 10(float) 11(fvec4)
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13: TypePointer Uniform 12($Global)
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14: 13(ptr) Variable Uniform
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15: 8(int) Constant 2
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16: TypePointer Uniform 8(int)
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20: 8(int) Constant 4
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21: TypePointer Uniform 10(float)
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25: 8(int) Constant 3
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26: TypePointer Uniform 9(ivec4)
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30: 8(int) Constant 5
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31: TypePointer Uniform 11(fvec4)
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35: 8(int) Constant 0
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36: TypePointer Uniform 6(int)
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39: TypeBool
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40: 6(int) Constant 0
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42: 10(float) Constant 0
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43: 10(float) Constant 1065353216
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48: 8(int) Constant 1
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49: TypePointer Uniform 7(ivec4)
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52: TypeVector 39(bool) 4
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53: 7(ivec4) ConstantComposite 40 40 40 40
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55: 11(fvec4) ConstantComposite 42 42 42 42
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56: 11(fvec4) ConstantComposite 43 43 43 43
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61: TypePointer Function 8(int)
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68(PS_OUTPUT): TypeStruct 11(fvec4)
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69: TypePointer Function 68(PS_OUTPUT)
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71: TypePointer Function 11(fvec4)
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73: TypePointer Output 11(fvec4)
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74(Color): 73(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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62(l_int): 61(ptr) Variable Function
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70(psout): 69(ptr) Variable Function
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17: 16(ptr) AccessChain 14 15
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18: 8(int) Load 17
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19: 10(float) ConvertSToF 18
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22: 21(ptr) AccessChain 14 20
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23: 10(float) Load 22
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24: 10(float) FMod 19 23
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27: 26(ptr) AccessChain 14 25
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28: 9(ivec4) Load 27
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29: 11(fvec4) ConvertSToF 28
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32: 31(ptr) AccessChain 14 30
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33: 11(fvec4) Load 32
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34: 11(fvec4) FMod 29 33
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37: 36(ptr) AccessChain 14 35
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38: 6(int) Load 37
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41: 39(bool) INotEqual 38 40
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44: 10(float) Select 41 43 42
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45: 21(ptr) AccessChain 14 20
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46: 10(float) Load 45
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47: 10(float) FMod 44 46
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50: 49(ptr) AccessChain 14 48
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51: 7(ivec4) Load 50
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54: 52(bvec4) INotEqual 51 53
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57: 11(fvec4) Select 54 56 55
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58: 31(ptr) AccessChain 14 30
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59: 11(fvec4) Load 58
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60: 11(fvec4) FMod 57 59
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Store 62(l_int) 48
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63: 21(ptr) AccessChain 14 20
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64: 10(float) Load 63
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65: 8(int) ConvertFToS 64
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66: 8(int) Load 62(l_int)
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67: 8(int) SMod 66 65
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Store 62(l_int) 67
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72: 71(ptr) AccessChain 70(psout) 35
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Store 72 55
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75: 71(ptr) AccessChain 70(psout) 35
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76: 11(fvec4) Load 75
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Store 74(Color) 76
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Return
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FunctionEnd
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